#Water Beaver Overhaul
1 messages · Page 46 of 1
btw: i do build stew storage. and when the numbers go way down i have plenty time to act 🙂
it's usually around the nursery unlocking that i get deluxe stew enough to replace medical bed needs.
and other stews only around foundry time or so
more for the well-being than anything
hmm.. not one of my 30+ balloons has any methane anymore.. lazy haulers^^
i personnally barely ever use the fast mushroom reciepe, just a waste of manbeaverpower to me, plus my sawdust is used fast enough for dynamite and paper.
i like the neat crop rows though 😊
I just have a LOT of beavers dedicated to sawdust. /laughs.
I -stole- that idea from you!
You had a screen shot with red and green cabbage in an alternating pattern. I liked it.
that's why it exists in the first place 😅
Gotta remember, I am realitvely new to the water beavers mod. I didn't play mods in U6 until I started to help test this mod. So I missed all the discussions and revelations that came in the past.
not anymore, they are regulat foods now, but can't be overeaten
i wonder if it wouldn't be better for the deluxe stew to be made in the ENS 🤔
i mean, that is the ultimate reciepe, only developped by the most prominent food specialist, doctor of culinary arts 😅
EVIL! But I like it.
Maybe a gourmet chef building?
well.. 2nd or 4th ENS.. why not..
I can't recall ever making a second ENS.
not?
haha
tbh: deluxe stew is really hard to get any decent amounts of till late mid-game anyway
Multiple libraries, yes
requiring a ENS scroll wouldn't add that much hurdle maybe
If it is a degree it can't be copied
a single kitchen can easily serve 500 beavers with stew i believe
or mine makes around 350 currently. likely going up to 450 with enough well-being
maybe this insane amount of food and water (and methane, logs, ..) is what keeps my haulers so busy..
@shell fiber Can you make something (a dynamic news board perhaps?) that tells how many builders and how many haulers the colony and/or district has???
regarding performance of buildings: the mecha pumps are kinda very unproductive and hard to use..
an upgraded pump can go around 150 to 180 water a day with good well-being.
a mecha pump is 240 but requires planks, shafts and special water levels.
also mecha pumps are hard to put in rows without lowering water too much down the line.
that would be a nice mod!
I have bemoaned not having those figures since day 1 using this mod.
a single wood burner barely can keep up with a single advanced sawmills output.. unexpected..
Um... how much water can the balloon landing pads take before they are flooded?
I may need to rebuild mine before the next monsoon.
I'm also not sure this was intended, but I like it! (Over the advanced mine!)
regarding fried rice: the costs are difficult to cover early in game imho.
lotus can't be made by florist yet (no dirt) and is needed for tea more than food even (ENS scrolls, ENS)
sunflower oil is rarely enough for anything too
rice by this point is limited for sake too (for medical beds)
so it's really hard for many maps to get more than the ENS uses up really imho
and other stews are 'cheaper' for the same effect. or saving water with lotus tea rather than food needs
Like solar power. Although in this map, solar power may be my salvation. The badwater sources are some of the hardest things to get to on the map and they are clustered together making them hard to use for interim nuclear. So between large water wheels and abyssal advanced nuclear... hrm...
Of course I have a LOT of places for large water wheels! I have 8 running now and room for more.
36 days and 360 beer/ 480 resin of double-trading for one solar plant for 400hp.. (at most half a big wheel).. that's not really an option, is it?
and when there's a foundry to make the solar panels it's usually not too far to go for nuclear power.
Good point.
Glass probably should happen sooner if solar is to be viable.
I could make a good argument for glass to be made in the factory. You would need one more factory to prevent recipe swapping, which would be an acceptable sacrifice.
If something can melt metal for steel, it can turn sand to glass.
To make steel, a high temperature, generally between 1400-1550°C (2600-2800°F), is required to melt the iron and other alloying elements.
To melt most common types of glass, a furnace needs to reach temperatures between 1400 and 1600 degrees Celsius (2550 to 2910 degrees Fahrenheit).
In my earlier years pottery was one of my many, many hobbies. Some of it still survives even if I can't make new stuff. I did both earthenware and stoneware. Also, FYI, glaze means glass. Lazy AI/wiki searches:
Earthenware clay typically matures at a firing temperature range of 1745°F to 2012°F (950°C to 1100°C). This range is often referred to as "low-fire". Within this range, the specific temperature depends on the particular clay and glaze being used.
Stoneware clay needs to be fired at high temperatures to become durable and non-porous. Typically, stoneware is fired to cone 10 (2381°F or 1305°C) or within the range of cone 8-12 (2305-2340°F or 1263-1326°C).
Glaze is essentially a mixture of powdered materials, including a glass former (like silica), a flux (to aid melting), and a stabilizer, that melts and fuses to the clay body in the kiln.
nah.. glass is fine late imho..
i did sometimes consider solar panels for off-grid use. but there's not too many maps that's helpful.
plus building a 200 tile shaft line is cheap 🙂
having the option to build one does certainly add to the fun imho
Beavers aren't humans of course, but in the real world, glass dates about to about 3500 BCE. Early steel was discovered around 1300 BCE.
yeah, but "glass" and "glass" are different in that. when was modern plane glass made first?
Good question. I'll look that up.
Wow! A --LOT-- later! 1600s Plate glass was first invented in France during the 17th century.
see. that's another level of difficult
I concede the point, my good fellow.
give credit to lapan for being really strict on those details 🙂
Sheet glass was invented in Germany in the 11th century, but it was much cruder.
the zipline tower has invisible blocking on one side
not sure it is easy to see, but the small tower under the pylon is visually 2x1 blocks, but seems to occupy 2x2
Fascinating side track. Evidence of stained-glass windows in churches and monasteries can be found as early as the 7th century. I could probably find more if I dug deeper, but then I'd be reaching levels of absurdity. 😛
(Wouldn't be the first time!)
Regarding balloon platforms flooding; they do not. But the balloon itself does. I would personally call this an oversight. @shell fiber would you concur?
not really, i don't have access to that
how did you place platforms over the mine entrance ? side platforms ?
1 corner overhang and 5 regular overhangs to handle the area in the center.
you mean trading for solar pannels ?
yeah, that is true, but if i remove the glass reciepe from the high-temp foundry, there's not much left in it that matters. if i want to go for scientific realism, i'm probably better off pushing metal blocks to the high temp foundry 🤔
but how does that impact the tech tree ?
What uses the glass aside from solar panels and the gigantic storages?
yeah it sits perfectly centered in the middle of two voxels 😬
goes without saying, this build was not meant for that.
i'm pretty sure i made the plafrom be fine with some water, and the balloon should care precisely equally as much, soo... i'll look into it
bananas, airships
centrifuge!
some of the robo farms
unlocking the foundry is actually a pretty big deal
i didn't really do anything in that direction yet, but since trade is accessible much earlier, i want to make solar pannels (the item) more useful early game. pretty sure one of the uses will be an artificial water source that i'll try to make in the same shape as a forester
like a leaky bath with solar pump?
The factory has one recipe that needs the high temperature foundry to make.
Solar panels. It would seem that solar panels manufacture should definitely not be allowed any earlier than they are. But they are cost-prohibitive to trade for.
since the water source script doesn't listen to... well anything... having it powered by solar cells is the best way to make 2 birds one stone
i deem them worthy to trade for few. 12 is too much. but 1-3 sounds fair to me
i can make them a little bit cheaper, but it's intended to be expensive, the AmpEars won't give you a solar pannel they painstakingly made for 3 pieces of bread.
Trade should always cost more than making your own.
also works wonderfully around the demand of hauling and the occasional lack of water 🙂
oh, sorry, no. litterally a water source
except you can build it
oh.. that's cool too
and it will get polluted as any source
and dry out ..
yes
that's pretty awesome actually
Ooh! Hopefully "ebb and flow" will affect it too!
in principle yes
is there anything you can think off that could be powered by solar cells ?
ooh 🤔
ebb&flow has one quirk: if source has power=0, but contamination>0 it will cause ground contamination 🙂
maybe a solar kitchen or something idiotic like that ?🤔
A solar beaver spa! 😛
yeah, that or a fountain or something 'extra'
early and early mid-game is pretty solid already
small lanterns would be nice. but a full solar cell is too much for them
Here's the thing: I have a LOT of ideas, but in reality there is very little actually wrong.
Did you ever ask @cobalt wraith about that?
hmm.. for solar water source: output would be very very little? like 0.1?
no. i rather like that feature. it's really nasty for map-making
/laughs
hmm.. the worst feature about the falling beavers might be that they get replaced by kits..
always got a solid 2-3% homeless and sometimes 20% or more kits..
and the want for a "select-next-stuck"-keycode..
Yes, I didn't test it out but that's the idea
Probably best to make sure the path under your balloons is accessible 😅
so making new paths now..
Though the sacrifice of many a brave beaver, my colony is redirecting the massive badwater flow in the corner of the map. There is a combined strength of 345 badwater and all of it that can reach the surface flows out of those ruins!
just wondering.. could the housing optimizer script be actually responsible for my high kit count? i notice a sudden fluctuation of 'unhoused' and 'reassigned' beavers and suddenly get stuck at 10% homeless
maybe the ones from falling beavers actually aren't that many?
I run it and don't have that problem.
only really noticing it since 300+ beavers. but it's somewhat 'big' now with 600.. (180 kits) + 60 homeless
The large number of kits is because of all the housing I built in the previous image. ;P
80s would be around usual.. hadn't had so few for a long time
wait.. why is your well-being 19?? weird^^
mine's like 80+ now
My highest this playthough has been 24.
don't only feed them awful stew! haha
Working on it.
mine usually finish around 110 or 120
that 3x working bonus is insane
oh, wait. . 80
is around 4x working speed, 2,2x walking and 2,3x life span
They have totally stopped eating it too! That bowl is at 4000/4000
they only eat it when they literally starve
I followed your advice in a couple of places.
nice collection of raw foods!
do you have any flooded buildings, double-door P+L lodges perhaps, with beavers trapped inside but registering as homeless? 😅
beavers seem to prefer fetching things from storage. placing a cheap few decorations around there might easily bring well-being up to 30s or 40s. like in front of the central water tank or zipline access.
i found it helpful to place entertainment close too, as they use more of it, the less they need to walk between things.
oh.. i do have an abyss reactor.. never noticed 🥳
weirdly it's 70 tiles above and 80 across from the next industry..
I haven't been the best administrator about building entertainment. 😟
that's interesting too!
likely very different speed and approach
just poked at it in case you liked to see them work really really hard 🙂
(personally i'm just too impatient to have ENS take more than 4 days for a scroll)
I would like to use more solar power but it's simply inefficient... more buildings should have rooftop solar options
For as late game as you get them they don't solve any problems you still have
Medium pile for whatever you're mining
looks like cold storage visual broke with U7?
figured out why i get so many homeless...
those are all fallen down beavers.
dropping the housing-optimiser script did change nothing..
looks like around 30% of all my beavers fall by now and my network is just overused..
or at least 30%. every day. some even starve..
losing at least 1-2 hours of productivity on average per day
wished i could tell why this happens 😢
Yeah, those numbers are getting really rough.
well, the flabbergasting 20% relocating workers at peak hours isn't surprising me now. maybe i can find a good strategy to counter this later. now that i know what level of problem this is/ what it causes in detail to my map (some fall-points have 200+ tiles to walk to next station)
Hmm I haven't got a single fallen beaver, but I've been planning my lines and buildings staircases so there are only maybe 2-4 tiles on my map where they could get stuck...
i only get notices for 3-4 a day when actively dynamiting and triggering it from builders
just watched them closely and seen them fall&walk at around 20 to 30 times as often as they get stuck. silently
as my map is huge this is plainly visible in "homeless" too, as they take a while to reach anything to re-assign
so 'getting stuck' is a rare problem. 'fallen' is much worse (yet it only seems to happen when path updates are triggered. like connecting new buildings, joining path branches, dynamites..)
tip: when transitioning to mechanical water pumps, always have plenty of manual ones in reserve for droughts... especially if all of your power depends on waterwheels.
another tip: water pumps scale with well-being (they can go up to around 5x productivity technically)
I got mine back up to 23 before the drought. Slowly improving my decoration.
@shell fiber Got this exception on steam version. Was putting dynamite.
I can reproduce this now.
- Beaver get stuck from zipline (WhitePaws faction)
- Unstuckify (Mod) fails to unstuck them. Beaver bounces back and forth from the town center.
- If I click the unstuck button manually it causes the game to crash with same error.
that's new!
highly recommended to not set unstuckify to "automated" with the current behaviour
yup trying with the automatic one disabled. Need to see where my beaver is getting stuck.
We haven't yet been able to fully explain why they are getting stuck.
does this hint to the problem or is this post-problem behaviour? (likely? with the unstuckify triggering?)
at Timberborn.ZiplineMovementSystem.ZiplineVisitor.ExitZipline () [0x00011] in <346306eac6cc46469ebe2a716b14c650>:0
at Timberborn.ZiplineMovementSystem.ZiplineVisitor.OnAssignedDistrictChanged (System.Object sender, System.EventArgs e) [0x00022] in <346306eac6cc46469ebe2a716b14c650>:0
at (wrapper delegate-invoke) <Module>.invoke_void_object_EventArgs(object,System.EventArgs)
at Timberborn.GameDistricts.Citizen.UnassignDistrict () [0x00036] in <b538c25730f542e691a8aa6413c52972>:0
at Unstuckify.UnstuckingSystem.UnstuckifyService.Unstuckify (Timberborn.GameDistricts.Citizen citizen) [0x0001c] in <53c43bb5e9c64e479039d97aff98e225>:0
at Unstuckify.UnstuckingSystem.UnstuckifyComponent.Tick () [0x00015] in <53c43bb5e9c64e479039d97aff98e225>:0
at least the unstuckify (auto-mode) is trying to warp them when they are still 'on line'
but technically they 'lost district' while so
wished i could debug this.. yet dunno how 🙃 (want the zipline feature without the falling. plus my colony is starving from excess kits being hungry kits.. )
Interesting! I just watched my number of stranded beavers go from 2 to 1. No new beavers show as dead. I thought I saw this happen before but I wasn't certain.
they somehow can get unstuck, yes
I did not know that. I wonder how?
no idea. looked like they finally found a way maybe? (like lagging before) or some internal rescue routine .. no idea
@shell fiber We still have flying beavers. I just watched several of them fly to the metal rather than do gown the ladder. They do go back up the ladder though.
Hate to go back to an old question but I'm struggling with this. I've tried blowing a hole to go two deep and putting steps down but the farmhouse loses pathing when it gets two steps away if you get what I mean. I can't get the lotus depth right!!
If anyone could help I'd really appreciate it 
Sure.
The farmhouse has to be able to reach that 2nd level down. You need it a lot closer to where you are trying to plant lilies.
One trick is to build enough platforms to raise the farmhouse up one level so it doesn't flood. Then stairs down from it into the water. Here is one of mine. In my case I built it two up, but that isn't necessary.
A top-down look and you can see it covers a lot of area.
you can flood farmhouse up to 1m
Yep. But it doesn't protect the building under it if you do that. So a P&L under the farmhouse floods. That is why I went 2 up here.
oh, you use a P&L under it? only ever used ladders directly 🤔
I have done both.
you can attach the ladder from below too, no need to use the door
but the p&l is nice too
more workers
This is a two-unit P&L stack with exits on the farm side and the main base.
interesting
i lately only build balloon endpoints for lakes, also often skip the road to things with ziplines
maybe should try some 'rural town' style too more often (yours looks good)
Thanks.
@silent kindle I hope my explanation above helps. You don't need to worry about pit&ladder buildings under it if you don't want to. That is just an option I like. 🙂
Thank you so much, I didn't realise the range dropped off so much with the levels! I need to get used to using the ladders as well, so this is a really helpful explanation.
The ladders help, but stairs work too. I just had the resources for ladders here.
Curved stairs are a good option too and don't need the metal that ladders need.
stairs do lower range in all but one direction. ladders don't
Yep. Give and take. Again depends on resources and what I'm going for.
This was more for looks than efficient functionality.
@shell fiber Also noted that I regularly get multiple beavers stuck on this.
does by chance anyone know the internal name of the folktails zipline station? does not seem to be ZiplineStation.Folktails?? (tried to activate it for testing with whitepaws)
Getting a good monsoon this cycle!
@shell fiber Minor bug: Synchronized adjacent floodgates don't always change in sync. But sometimes they do.
those are not adjacent, aren't they?
that's weird
height difference of 1.4 vs 1.9 (originally)
@still frigate , @radiant arch How you guys are playing with this beaver falling and getting stuck in weird places?
I didn't notice them because of unstuckify. But now that I turned off auto unstuck it's very much noticeable.
Manually unsticking them. I was crashing with it on automatic.
plainly: it's super super annoying
Yeah doing that but that takes too much clicking. 😢
did some more testing and asset ripping and might understand lapan's reaction to this: wtf..
needs a keycode for sure for "select next stuck beaver"
Totally agree. Until Lapan can figure out what is wrong, we either live with it or abandon zip lines. I have chosen to live with it for now.
my unuseful report after a long long hour of disbelief:
Running a more specialised testfile (including emberpelts levee-zipline)
200 beavers and wildly triggering path updates for days
* falling off (frequently; if at either end of line)
+ balloon relay
+ balloon endpoint
+ tree nursery add-on
* falling off (rare / maybe other reason) *later added with more reports*
+ junkyard
+ farmhouse add-on
+ zipline tower (reported by others)
* never witnessed (lines _only_ including those)
+ zipline small tower (connected to itself, tower)
+ zipline pylon (connected to itself, tower)
+ emberpelt levee zipline (connected to itself)
QUESTION: could you confirm any falls with only the lower group?
So far it looks like a vanilla-version vs lapan-version (edit but two different frequencies maybe).
QUESTION: what's so different between them?
Will test it with the bottom ones.
my extended save for testing with https://mod.io/g/timberborn/m/levee-with-zipline-beam#description
place the prefab into that at version-0.7.9/Blueprints to enable them for whitepaws
it's sad to see them stuck, but the others have water and burgers
those should be totally fine. never did have any problem with only those
hmm..actually might be a 'can-do' idea to replace the problematic ziplines with just a small zip tower next to them (losing 2-3 range)
also small tower + upgrade tower = 6 ziplines in one building 🤔
could likely connect a simple balloon terminus too, if there's little way to walk back to the station and no risk of getting stuck.. (i.e. no low ceiling or rough terrain i guess)
Can confirm not a single beaver stuck or falling with small zipline and zipline pylon.
So for now i can live with those two only and avoid the upgrade ones and ballon ones.
why is this red?
my message appears red to me. i dunno why. it's not red to others?
thanks!
Am I missing a message from you?
yeah. but it's not important
just was pondering if it's safe to risk fallings to use some terminal balloons for well-being still
and how that was limited to avoid low ceilings (they skip through if it's closer to next-free-tile)
that's because you're at the edge of the limit they can reach, if the second steps down were in line with the previous ones it would reach
huh. I thought the logging loft was built from inside the triangle buildings. guess not
I'm assuming removing some fence will let them reach it
✨ yes ✨
could this be as stupid as the game forcing it that beavers can only leave one zipline toward another or a district-reaching path?
this would be the one thing all those 'falling offs' lack utterly:
they either pass beaver towards 'actionable mode' (=work, entertainment, ..) and / or not directly connect to the path at all?
with the nursery and farmhouse add-ons not connecting to path still, but to internal pathing of the house instead?
so, if a 'what district are you at' is force-triggered at any zipline transition it might fail, leaving a stuck beaver and the force-move to next tile (aka falling or getting stuck)
That would be disappointing. But I guess that -is- how it works in vanilla.
would make the add-ons technically possible to 'fix'
but balloons might be tricky and junkyard might be not possible - without coding
If I wanted to branch off, I had to have the beavers exit one zipline station and enter another one right beside or across from it.
One of the reasons I liked the IT tubes better. /laughs
But tubes don't fit Whitepaws style.
with how strong the speedup and distance-shortening is with whitepaws it might work well nonetheless
and you can use the towers still for 4 or up to 6 connections
just visually.. my wall-climbing balloon lines.. 😭
There was no limit as to how many towers one could have in vanilla.
Balloons may still be usable if they only have two connections each and all enter/exit stations only have 1.
they will work too, if they only act as pylons (3 connections and all likely)
towers in vanilla never have three connections.
the towers alone seem to work fine as long as they only connect to pylons or towers
Vanilla only has 1 or 2, I believe.
that's not an issue i guess
just pondering if all it was was an oversight in the transition part from zipline to anything other than zipline or district path
as it seems to work as long as that was not messed with
This all goes back to my old theory that the error hits when a beaver wants to change to a new destination and the game engine has to recalculate the zipline path since there are optional zipline paths now. Before it was enter one place, exit another, no deviations allowed.
(Imagine me saying that last bit in an evil dictator voice.) 😉
vanilla, no mods:
- 3 zipline pieces.
- each piece can have no more than 2 connections.
- a line is possible
- a circle is possible
- a Y (or greater) cannot be done.
My next test is to rip out my entire zipline network and replace it with one that follows the vanilla rules, but uses Lapan's zip-line pieces. (All of them at least once.)
you can safely use more than 2 connections - the internal logic does not care how many there are
it's either a building can drop beavers or can not.
if there's one that can drop at either end of the line, the line can drop. (actually, it might only drop in one direction. but not tested that yet)
If all of that is true, then I will eventually have stuck/stranded beavers. Correct?
stuck or stranded depend on where they fall off alone
that has little to do with the actual issue
and is much much rarer (depending on map/ setup)
in my test case i adjusted the map to catch every beaver on an isolated ground below the line
so i can force-stuck them whenever they fall and visually count them
in an actual game 99% of those would just walk off i guess
Before I restructured my zip lines, I was getting multiple stuck (on the lines) per game day, as well as the occasional one dropped onto a building or hill.
is anybody else getting bonus logs? dead Everblossoms say they give 3 logs while standing and after felling. Each lumberjack is removing 1 from the fallen log but returning 2 to the lumberjack flag for a total of 6
it depends how far off-ground the line is for example
never looked into it. that sounds nice!
it feels like a 1.x being rounded up to 2 situation.... i'm in full micromanagment mode trying to get that first 50 science out of the library
You need all the help you can get with waterbeavers lol
I might have to respectfully disagree.
I am well into day 5 and have not had a single stuck beaver since switching to no more than 2 connections. I have not changed the height of my lines. I still have some on pylons, some on balloons. I pretty much only deleted multiple connections and then added new lines and stations to help make up for the loss of the Ys, Xs, and stars.
This has gone from daily unstuckifying to not a single time needed. I'll keep letting it run.
I have a weather change in 2.1 more days. I want to go through that change, and ride however long it lasts until the next weather after that.
my test setup. using only 1-1-connections dropped just as many as using more connections does.
it only ever happens for some types, but not others.
Well multiple connections from zipline pylons is not an issue.
I use a mod that adds extra connection to all zipline buildings. (Whitepaws also)
I have pylons with multiple connections (3). Stuck beaver issue never happens here.
The moment i use any add on buildings or the balloons the beavers fall off and get stuck in weird places.
that's how i understood the code too, yep
I have all types in play still. The two buildings that were constantly having stuck beavers have not had any.
no stuck is great
but it's only part of the problem, as falling does only rarely stuck (it's a pure statistical issue)
if you want to avoid falling, it's more complex than just no-stuck. or more restrictive on what's safe
Actually, I would prefer to be proven wrong than to still be ambiguous. Just because it hasn't happened YET doesn't mean it wont.
Yeah. Falling off is the main issue. Getting stuck depends on where the beavers are falling into.
the upgraded job just fetched 4 logs from a dead everblossom. so cool 🙂 (and extra cool the 'lesser' job yields more)
yep. especially in late game on big maps where it can kill off the whole population for extra growth...
Monsoon weather just started. It will last for 6 days.
Yes, happened very frequently with higher game speed. I had 400+ beavers . Now i have moved my zipline system to use only the pylon and small zipline station no more falling of beavers.
I am either paused or on speed 3.
Monsoon waether is so cool. It should be in game default now. 😋
One of the next major upgrades the devs really should add is random variable water pressure. Like the core of ebb&flow without the other bells and whistles it adds.
Don't get me wrong. There is nothing wrong with ebb&flow, IMO. I just don't see all of it as being added by the devs.
i would like to see water sources that produce a % of badwater.... pump out to much clean water and the badwater concentration rises
ebb&flow adds that.
Also, a few of my maps have no 100% pure fresh water on the surface. It all mixes below into differing ratios.
I have NOT tried whitepaws on any of those. /laughs
there is no underground mystery on a map that can not be solved by a generous application of high explosives
True. BUT... doing so can cause ... consequences.
Also, one must survive long enough to amke said explosives in sufficient quantity.
mixed water sources is actually not that difficult
you either pump out the clean or the bad water
In vanilla, I agree.
just, you have less of it than you usually would
shouldn't be difficult.... but it should be interesting
also there's irrigation lodges to contamination-proof soil rather early on
if you're pumping out a large amount of badwater you're going to need to put it somewhere
it's fun enough with ebb&flow around droughts
I have had water pumps stop working in this mod because contamination was too high. Like 5-ish% contamination.
there's mushrooms 🙂
and later on glowing fluid.. never enough of that..
Water is definitely an issue you need to focus on mid game.
i approach it the other way round: how much water there is limits the number of my beavers (and workshop redundancy)
work with the water you have not the water you want
as pumps do scale with well-being it is often more about the actual amount available, not so much the number of pumps (from 400 to 600 i only added 4 pumps, but doubled well-being)
be desperate for the abyss reactor at times 🙂
didn't amuse me to see ebb&flow lowering that to 0.35 once ...
It works on that?! Yay!
it's a bug that disabled lapans script i'd assume. it should not. or at least not change the badwater content
i'm also an advocate for buildings that discharge badwater onto the ground you need to account for with drainage/collection.... so maybe i'm not sane
it's real nasty to have a redsurge on a tiny aqueduct above your town
lido can dump badwater just fine
I still haven't rolled a redsurge. But I don't want to increase its chances of firing either.
that's a water dump's primary purpose.... I'm thinking more like a centrifuge that shoots concentrated waste water out a tube on the back
technically you can skip through seasons in dev mode. if you just want to test it once (or use a distinct savegame)
I know. I even know the shortcut key for weather because I've used that feature to test maps. 😛
testing all the while on 30x speed.. there's very rarely any drop from large farmhouse...
all-in-all those and terminal balloons pretty surely are safe if you connect them to pylons and have free walkable space below
i.e. they can't fall on pylon or farmhouse and there's usually vegetation around them anyway
Okay, it -FINALLY- happened. Stranded beaver on a zip line. My hypotheses is now officially proven false. I can stop chasing that tail.
Beaver went from large farmhouse to floating pylon and then stuck on his way to a zipline station. Final destination unknown.
just found out the game is intelligent enough to not trigger 'path updates' if you dynamite regions not reachable ...
Oh! Hello. That zip station doesn't have a road connection. 😠
I put in the road connection and the beaver fell then went about his day.
that's a way to trigger it
That one missing bit of road partially invalidates my test. That is really annoying.
not really. the building is connected (has a distance-to-center showing)
Yeah, but now I'm not gonna be happy until I have another stuck beaver.
having them blow-dig some holes is a nice way to trigger the event frequently (that's how mine got stuck the most..)
I have dynamited two more large drills.
way to exit a balloon
Do they fly forward? Mine were!
they essentially just drop i guess
being shortsighted and all
darn.. it's too fast even on 1x speed.. they literally warp down..
Monsoon is over. But I'm gonna have to go get some sleep RL. I'll test more when I wake up.
But before I go I got another stranded. Tree nursery this time.
Random thought before I go... could the chances increase the longer a save is being played?
Oh good tip! I’ve got less than 100 hours in the game so I’m learning as I go. Thank you 
np might me lost a bit on the new stuff in that mod tho, been like a year i haven't toutched timberborn so can be totally wrong.
wanna get back on it but always end up beeing sucked in the ONI hole
Your name is on the beaver name list 🙂
what list?
what have i done again?
When I get home I'll get a screenshot
It seems to be exactly that: ZiplineStation.Folktails
The bad surge.
It finally happened. I rolled for doom and gloom. We'll see how this place looks in 11 days.
Uh Lapan did a thing
On another note
So regular pumps pump 3 water an hour, assuming no beaver working speed buffs
And 5 times 3 is 15
And the oversized water pump does 10 water an hour, 5 water every half an hour
I think the Math is wrong on the "5 basic pumps" for the Mechanical/Oversized water pump, it should be 15 water an hour, not 10
I'm okay with 10, they are actually pumping the river dry so I'll need to fix that somehow
Yeah, my lake is below water farming level with all of my pumps. I still have 9½ days of this to go.
If you're desperate, pause some housing and cut the size of your beaver population 🙂
Hmm, in Vanilla Gravity Batteries can be powered by the underside, but I'd understand if this isn't something Lapan would want
Pausing anything that is part of a dam is against the Whitepaws honor code. That is a lot of my housing. 😛
Supplies are okay-ish for now.
without workers bonus:
a mecha pump goes for 240 per day (5 x 2 x 24h).
a regular pump does 3 x 16h at most (often less), so less than 48 per day.
so that's roughly 5 times.
yet the regular pumps goes up to 150 per day on well-being 80. i believe around 200 on max-well-being (~120).
only problem: they got no storage to reach peak capacity. yet when you place a big tank in front of them you can get them quite close to that.
He mentioned that at one point. I am pretty sure he intentionally removed it.
JC did something similar in his latest WB episode. Replaced two Downward Power Shaft with a Gravity Battery.
also, each unit of awful stew feeds 0.9 hunger instead of the usual 0.3, so this is basically 12k food. you probably won't be starving anytime soon 😅
Nox's Mechanical Drill (Coal) Automation Rules
The big drills will often fill up a resource then stop working. You have to manually pause them to trigger the haulers to empty them out. Then you can manually resume them. That annoyed me, so I wrote a work-around.
If you use the Automation mod then you can import these scripts into it. Feel free to tweak the numbers as you see fit. 🙂
condition:(or (ge (sig Inventory.OutputGood.Coal) 25000) (ge (sig Inventory.OutputGood.Rock) 10000) (ge (sig Inventory.OutputGood.Dirt) 15000))
action:(act Pausable.Pause)
condition:(and (lt (sig Inventory.OutputGood.Dirt) 10000) (lt (sig Inventory.OutputGood.Rock) 5000) (lt (sig Inventory.OutputGood.Coal) 20000))
action:(act Pausable.Unpause)```
I am running this on three large drills and quite happy with it. Unfortunately when paused the beavers remove the drill bits so you have to wait for the beavers to reload them after resuming.
Once coal gets below 200 the 3rd drill will resume.
i usually just set the clay pit to 'priority' - drains them like a charm 🙂
Doesn't work when bad water, low water, or high water have disabled your clay pits.
always have one with a lido nearby
but yeah
your approach with plenty storage likely is more efficient
And I want a massive amount of dirt in storage. I am building 3 of those massive storage structures. 5,000 units a structure.
5 blocks of dirt 🤔
I'll probably make some extra dirt ones.
Also dirt for tree nurseries.
how many do you need with ziplines? can't get my 3 used fully with 100+ sequoias, 400+ brambles and 5 greenhouses..
I should make it my goal to have dirt as high as my sequoias! 😛
and here i just either priority-move them to builders or turn them into golden statues^^
I got apointed as lifeguard on the super duper fertilizer bath tower thing?
We are not making a series called "Beaver Watch" and hiring David Hasselhoff. 😛
Well, I hit the halfway mark on bad surge.
what in the hell is that 🤔
They continued to fly down for the next few days until they cleared it out.
i'll try to fix that with a fresh mind this weekend
No worries. Just reporting and testing to try to definitively figure out what is causing the problems.
this is another of those annoyinng hard coded things in the game. they probably only "connect" through voxel (0;0) but since the building is symmetrical, good luck finding which one that is.
but on that note, unless you're running the monsoon mod, i never felt the need to have more than one floodgate dam, since each voxel can channel about 7cms maximum, a dam wide open can let 21cms out, so the rest of the dam is just upgraded primitive dams in my builds.
I am running it. Always. 😛
thanks, that's actually quite usefull, that should save me quite a lot of testing
although the junkyard is in theroy not very different from the small tower 🤔
the two upgrades being whacked, i can imagine
the balloons... also concievable.
that's an interesting idea... possible
ah !
maybe you're correct 🤔
if the zipline exit is not connected to the DC by road, maybe the game is confused about which district this place belongs to 🤔
but wait, can ziplines connect across districts ?
no
they can't
actually, if you block the door and connect via zipline it gets assigned the district and distance
i'm so baffled by this still^^
also an interesting idea
that's a game logic error, it means that that tree was originally an oak or maple or whatever in map editor, which means it had a "inventory" of 6 (8?) logs. but when you start a game witht the whitepaws, the trees are swapped, but the inventory remains provided the yield good is correct (otherwise every original bramble would yield one log since they were birches)
The bad surge is over and the rains have immediately greened up the land... but there is so much contamination and sickness that it will be several days before things truly start to recover, I am sure.
no need to really let it run, just build and destroy hauler lodges while playing on 3x speed, some will fall off soon enough
They weren't though. At least not that I could find. But eventually they did get stuck.
okay, good to know 🤔
thanks
there's plants that survived 
yes, the movement cost for the rope ladder is zero
those work at night too 😉 that's +50% activity
scaffolding towers... my nemesis 😭
oh, that just gave me an idea... i could try to fuse my observation deck with a gravity battery, that would be pretty neat 🤔
since the thing is already 10-ish tall that would be plenty of power
if people have some time to do some testing, i'd like to get confirmation that the junkyard gets beavers stuck, while the small zipline tower does not, because that's puzzling 🤔
I have not had a beaver stuck in over 10 days. I have both running. I have removed all balloons.
Yeah this map is something else, at least the ziplines are funny to watch on high speed 😅 😂
Any alternatives to ladders (I guess the 4 metal blocks makes them more balanced) or towers of platforms?
That is one of janleon's maps right?
yep, just double checked, unless there is plainly wrong data, the two buildings are identical save for the scavenger jobs scripts
what a monstrosity 😅
but so is this map to be fair 😬
True
@shell fiber I -finally- built an aqueduct. It was a little confusing at first, but I eventually figured it out. I even got it placed so that it was only taking some of the water being provided.
The only thing it seems to be missing is an option to dump the water during bad tide. It is too narrow for the floodgate dam. The closest I could find was a bridge segment that one could "blow" in times of need and then rebuild afterwards.
Now that I built one, tyring to figure out how to legitimately build it is a bit interesting. Definitely looks like a top-down kind of build process to me.
Looks like this setup would probably let one do about anything with them. But duplicated on both sides.
@shell fiber So far, my only stranded in the past 16 days was this guy.
Some of that could be the fact a lot of my population is dead or incapacitated. 😛
that's what baffled me too. combined with the unstuckify-related exception, that said "on-zipline" yet "not-on-district" in some hard to understand special case.. (not sure that's the falling or post-falling mess though)
it's almost as if there's an "in-between" state when beavers transit ziplines or zipline and path that some of the scripts messes up with..
at that point i had no further idea how to debug it any more than this.. just no idea how the 'beaver' object is passing through or what script / action / state might interfere them to lose positioning.
it should technically work to add-on a pylon to an existing building (balloon, junkyard, whatever) and make them exit on that. yet why it not works with farmhouse or nursery? would it work if the exit from pylon was outside like with the tower upgrade? (something to do with the pit&ladder?) ..
specs that might interfere would be: (if specs are part of the problem? not likely, is it?)
yield removing building
workplace bonus
simple output inventory
workplace or attraction
might the "bottom matching prefab" somehow transfer effects from those to add-on pylons? (or not.., with how foresters work fine under zipline towers..)
(can't find any other obvious mismatches with those that work and might interact here)
can i actually read the code behind those specs anywhere? (like testing how they handle beaver state or if any might be prone to mess with zipline / district association)
Yes it is
I love their stuff. My mapmaking feels so inadequate next to what they do.
Hmm
The map isn't super-optimised for Water Beavers, but it works eventually
There isn't a spot for the Primative mine without using some of the starting dynamite
I played that one as water beavers.
oh, i forgot to use any primitive mines (again^^)
They get me salt. Lots of salt.
not having spots for them is tricky. so lucky for having dynamite. also for placing early badwater pumps.
still using medium mines for that, there's always 1 or 2 no longer needed from drills on
My one medium mine generates me quartz (when I have beavers to populate it). I'm still hurting from that bad surge.
there's no washing them, is there?
like a battery of 12 of them or so..
using a full nuclear plant haha
Yeah. I just have one beaver washer. This map isn't optomized for those. /laughs
Some creative blasting and some water redirection adn I could make it work on the unused side of the river... if I had the populaiton to go build it. 😛
good luck with it!
I'll recover in time. Sooner or later these 140 kits will grow up and the unwashed contaminated beavers will eventually die of old age. I just wont make a lot of progress until then.
Food and water production are covered. That's all that matters right now.
By the by, wasn't it you who told me that I could make ice without trading? If so, thank you! (If not, thanks for all the other cool shit you have shown me! 😛 )
I'll always suggest @crisp parcel's maps. Especially over my own, given your criteria.
However, there is a youtuber who made one map I had a lot of fun with. I haven't tried it with water beavers, but her playing it as FT and me playing it as IT; it was a blast. My memory says it would probably play nice with this mod. https://steamcommunity.com/sharedfiles/filedetails/?id=3432424941
Also, if you do give Lemon Canyon another try, make sure you are running https://steamcommunity.com/sharedfiles/filedetails/?id=3397941873 as it will give you an early starting advantage in destructible items for resources.
(Also, sorry this has taken so long to respond to. I have been letting it percolate in my brain so I didn't give bad advice.)
I've used abyssal storage for dirt without regrets
I hope to unlock that soon™. I have already blocked the badwater out of one of the 4 underground ruins I put in the map. The hardest one too, IMO. The rest just need a free application of a lot of dynamite. 😉
hmm.. now i understand the ground-blocking idea with the default (bad)water sources...
those sky-sources lapan made can be removed with some roundabout digging..
My maps are designed to give hope, but be evil underneath. I make maps to challenge me and my way of playing.
i like those challenges too
still trying to figure out the options lapans mod gives
like sky water sources, using active drains. using crystal base for see-through undiggable walls
I played with them. Didn't go for the sky islands at first look, but I loved a lot of the other stuff.
using those crystals for dramatic lightning of water is fun too
I've done active drains for a long time on personal maps.
!? I missed that!
it's fun to play with really strong water sources and dynamics in lakes too, yet have some security drains a level higher for example
like 120 source strength distributed at various points, little blocks and height difference and drains to move water dramatically around
One of my "nasty" tricks is to have a drain be adequate for the map as loaded, but if the player breaks the wrong blockage or dynamites the wrong place, then the water is too much for it and a LOT floods.
it's tricky to adjust, yet real fun with ebb&flow
or breaking something to drain away all the water would be fun too haha
Ebb&Flow just puts all my careful calculations into the toilette and flushes them away! I love it!
I -may- steal that idea.
i'm sure you can do much more with this! i'll surely want to test it
@shell fiber @radiant arch
After TWO cycles of no problems, I got a single new stuck beaver. It was in this known problem piece.
I found one on Steam called "The Floodplains" that checked my boxes. It had a lot of plant life on the shores so getting to the water had extra steps and placing water wheels and primitive mines is difficult because of how flat the map is.
The requirements for a water beavers colony are kind of intense. You need deep water, shallow water, berries, scrap metal, elevation changes, brambles (but not to much brambles).... and you can only terraform down since building land up is late game and expensive.
Lemon Canyon (the only map I know that was 100% designed for water beavers) covers all of that. Plus, there are natural stairs that take you high up. A few log staircases here and there and you can reach the top of the map and have all the power you want to do stuff.
what's that tower connected with?
Full line.
The other main problem child.
@shell fiber You don't like scaffolding. How do you build your aqueducts?
(I know this is after the fact... I am just trying to learn)
why not use more giant logs and log bridges?
Because I don't know exactly what you are suggesting???
i believe using scaffolding as scaffolding is pretty okay. it's more about putting full towns or super heavy batteries on top (like defying gravity or something 😇 )
you can place another layer with log pillars. and there's giant log bridges - 3 and 4 distance.
You mean like this crap I love to do? /laughs
even has lights below them
One more part of this mod I have yet to touch.
haven't got the game close, but those are very "true-to-intend" i guess
can place shafts and big waterwheels on those too
that's my usual design - path on one side (or scaffolding path above shafts) and shafts+wheels on the other side
I didn't even think of using this for power. The natural one above it, sure. But not this one. Why? Because I have brain damage! /laughs
Gee, now that you point it out, it is almost like @shell fiber designed these for power. 😛
it's possible to get more power from that than the abyss reactor haha
Oh, I have a water wheel array. I -always- have one somewhere.
Not sure why 90% of my screen captures are at night. /laughs
I also do a single power shaft even between districts.
Now that it is day and beavers are working, this is more representative of my power usage.
I hang the scaffolding just under the aquaduct and use a series of short bridges to crossover to the opposite side.... your way isn't wrong but it is expensive
the L shaped peice of scaffold is a powerhouse for scaffolding use
Lapan removed the hanging basket piece.
I am tyring to figure out a weird glitch. My scavenger's junkyard thinks there is nothing to do. But clearly there is metal in range.
yeah, those junkyards glitch on the "whats-in-range" detection a lot with ziplines
curiosly they tend to send workers nonetheless
It had been working fine until I moved the end point to get in range of the last few bits.
the updating of those might not sync well
also noticed that i randomly get and unget that message while there's no scrap metal anywhere for many cycles now
not sure this has to do with the zipline access being inside the workplace or anything
I was talking about the corner overhang walkway.... place a 2x1 bridge off the inside edge and you can reach close enough to the other pillar to build a corner overhang on there
that's a very helpful one indeed
I did a little water shaping and got more than a 50% increase in power output from the same wheels.
of course
it's how much flow you got on that middle tile or something
also very thoughtful of you to place the doors that side! upper floor even!
They are just barely above the danger line.
btw: you know about the dam upgrades? to make them 1.65m high? only.. in general, you know^^
I have never used them but I know of them.
btw: do you know if it's possible to emulate redsurge or monsoon in map editor too?
I know freeflow works, but I haven't tried weather. I don't think it does since the editor only has the 3 stages of weather.
You can estimate it by increasing your water values, but if you are like me, that could be chaging dozens and dozens and quickly become a nightmare.
I save and then test in live mode.
yeah.. same.. too bad
even then, it is a range of values you get.
I do believe it is time to -try- to sleep again. Take care all.
have a good one
no scaffolding used. just a regular 3M battery 😇
thank you.... that's going to solve a problem i'm having right now 🙂
I wasn't seeing what i thought.... in my eagerness to solve my power problem I saw a gravity battery hanging over the abyss and thought/hoped it was possible
in my own defense mine shafts and gravity batteries work well together in the real world 🙂
or in this case some slightly-longer-than-usual stairs^^
the map i'm using is wide and flat... perfect for farming, but i've got no good elevations to hang a battery from and i'm constantly fighting brambles covering everything green when i turn my back
in those cases i made towers of storage when ladders become available and hang the batteries from top of there. 10 or 12 high is already plenty. plus can replace them with heavier versions later.
you know the bramble trick with marking spots for planting? they can't get past that barrier (though not sure it's intended to use it this way)
planks have been the choke point that keeps me from building tall enough to get good battery spots.... I'm only now getting advanced farms running but i've got the food to support a population over 200.... factories are my next big tech unlock
having enough trees and planks always is a big struggle for me too
really often almost starved from not having enough logs for the kitchens in later mid game too..
might actually always have at least as many trees as farmland 🤔 (though it gets better with sequoias and 2nd big sawmill)
i would open another saw mill.... but i'm still working with a single primitive ironworks so sawblades are not plentiful
working to build zip lines early changed my path down the tech tree and unexpectedly made population a lot easier to grow (large flat spaces are also a huge boost)
curiosity: small towers only get assigned a district if they have path in front of door 🙃
i did not test this case before. so no idea if this would affect falling off 🤔
p.s. zipline towers do get assigned from ziplines alone, but underlying building only when path is placed (tower entrance is one tile before base building).
farmhouse + pylons get assigned on zipline alone too
i'm going to let it run while i head off to work.... this is the earliest i've ever had a stable "perpetual motion" state for WBO
the bottom matching prefab only affects placement, as far as i know, once placed the script doesn't do anything anymore, doesn't even care if the building under it disappears
maybe jetbrain dotpeek can help with that, not very familiar with it though
yep, i figured later that it was the reason for that😅
i didn't think it through in that much details to be honest 😅
but i think you can build paths in the aqueduct channel 🤔
yikes 😬
@still frigate full strength monsoon (350%) will overflow a single aqueduct from abyss reactor. it needs at least one more tile to outflow the amount (equaling a strength 7 source).
not sure ebb&flow can increase it even more 🤔
would be safe to have 2 aqueducts carry output if you want to avoid spilling from monsoon / redsurge (for at least 3m width total).
or maybe lapan fixes it again to not be affected by those changes (not sure this applied to strength too or just contamination). also not sure which is more fun tbh.
Ebb&Flow actually raises the maximum water from 8 up to 12 per source.
that would make an abyss reactor output up to 10.5 (3.5x for monsoon and 1.5x for ebb&flow, 2 is base output). that's 4m width of outflow to be safe..
Definitely need more than 1 aqueduct then.
Hmm... Good thing there is T intersections then 😅
But ideally I want to keep the reactor output stable
GN!
did you resolve this? to me it looks like that metal is sunk into the ground... I'd be chucking in a rappelling crane to investigate. or the layer tool ig
The scavenger flag got it.
glad you solved it, weird it happened
Only guess I have was that they were all 1-height scrap. A lot of maps don't use that and maybe it triggers differently? Grasping at straws, tbh.
Just when I thought my beavers were immune to falling off, this fella decided to sit on the floor of the big zipline tower and forget how to use ladders.
The Hollows might not be an ideal place for first Whitepaw playthrough but hey, at least there is a lot of places for gravity batteries.
I had a lot of fun with Whitepaws on that map.
the station shouldn't be showing a connected path before it's built. is that part of the stranding problems?
and that unbuilt station is on the far side of the map from my only district center, the path out of it wouldn't be green under any normal situation
noticed that too, but it's only when "building". if you hover with the new path it shows the 'what-would-be' state. if you select the existing path it should show the (much higher) number and be all red in your case
i think it's a fun map too
the ziplines counts as paths
checkpoint (to find this easily)
okay, so right now i'm not 100% convinced that the zipline tower is bug free.
but i'm believing in the small tower.
sadly beavers been found to stuck on tower upgrades too. so the "not seen" might be more like "very rare".
but yet the junkyard issue is still unclear...
ah
good
in a way
but they do fall off in lines that contains junkyards and no other problematic buildings ?
i'll look it up again, but they did fall junkyard-junkyard and i believe junkyard-pylon too.
hmm.. in the save they only fell (frequently) junkyard-balloon and junkyard-junkyard.. not junkyard-pylon.
will test if the falling relates to the balloon being in the cluster..
hmm...
beavers never fall small tower-small tower ?
hmm... so maybe it did have something to do with the enterable part
otherwise the junkyard wouldn't ever have problems
wait no, that doens't compute with the large farmhouse issues
OR
we have multiple problems on our handspaws
another weird idea: it couldn't have to do with the speed / distance-shortening as it not affects them all equally, could it?
Oh, the map is fun. I just do not have enough Whitepaw experience to make the best of it. Or you could call it not enough confidence to build a megadam out of houses 😄
Oh, and I am kinda struggling with berries for research, there are not a lot of natural patches, the florists do have my back but I think I need to get to baloons soon.
testing some i now can't see them fall between junkyards and 'safe buildings' or other junkyard..
neither had any drop towards large farmhouse (which seems rare, from 'safe buildings')
it's really weird to test for rare events tbh..
actually that would be quite a pain to test i think, but i would like to know if the beavers falling between two junkyard are specifically junkyard workers or not 🤔
but that implies renaming beavers manually, which seems like a chore
it's doubly hard, as they would need to frequent that line while triggering the event.. hmm.. may try it..
oof, there is a lot of things going on in there
a more simple setup would make things clearer i think
like deluxe stew-junkyard-pylon-smalltower-DC-metal ruins
just have everyone go back and forth all the time
except the junkyard workers are all renamed 'a' or whatever
(sorry to ask you to do my debugging) 😭
no problem
i want this solved just as much and have the fun back to the game..
they don't appear to fall. tested on two lines with 16 beavers working in two scavengers. all still work there. none dropped within 3 days of randomly triggering the event. a distinct line was dropping 30 beavers from balloons in the meantime
setup was
deluxeStew - farmhouse - zipTower - zipTower (DC) - smallTower - smallTower - water -> none dropped
zipTower (DC) - pylon - junkyard (giant storage) - junkyard - junkyard - scrap metal -> none dropped
with an offline from DC towards balloons and tree nursery and catapult (here many dropped)
this is with more than 120 dropped by now and still all working in both junkyards after a few days. did 1000+ trips to gather scrap metal too
junkyards at middle-bottom are active, the ones next to stew and court
maybe there's some "very-rare" type of thing, like what happens to the zip-tower (upgrades) that can rarely affect junkyards, farmhouse upgrade etc too? (thus they counted)
but the main problem is balloons?
hmm...
need to think
first i want to make as many buildings as fail proof as possible
wait, can someone code-savvy take a look at what does "block object access spec" ?
just wondering if it is additionnal access points for the building
hmm... no that's probably not that important
movement is taken care off by the nav mesh, this is probably something else to connect districs etc
@still frigate adjusted my map to allow your full preferences: monsoon, badtides (very tricky..) and 4k+ water wheels 🙂
very different approach. tall, caves, strong currents. not really mean.
incremental resources / space kinda map, despite plenty total room , scrap metal and endless water.
if you wanna try at some point: https://mod.io/g/timberborn/m/old-dwarven-mines-tall-map
did basically a full playthrough now too, with whitepaws. wanna try one with monsoon and badtides next, slow and deadly 🤞
and than try your map finally.
Does anyone know if I'm doing something wrong? Even though the clay pit has water, it won't place.
Do you have plans to update the trade system to include Emberpelts and Leafcoats?
There was nothing that I could immediately see in that short clip that would indicate it can't go there, so I am not sure.
It is just confusing, I try to place it anywhere on the map and it doesn't work.
That has water
I am grasping at straws here, but do your mods happen to include ebb&flow?
If so, check your settings. I had very low pollution levels caused by this setting being on actually disable clay pits and river baths in one game.

i have absolutely no idea why that doesn't work. genuinely first time i see that.
try to order your beavers to destroy plants in this area (including down the river) to see if there isn't some invisible thing shenanigans going on. same with destroying buildings 🤔
i have an idea about the zipline, let me check
goddamit, i'm finding a lot of errors in my ziplines towers...
those things are quite confusing it turns out...
well right now i'm reduced to going back to the folktails vanialla buildings, then i'll add the functionnalities i want one by one and see when everything goes bonkers
C'est quoi la 3ème faction. C'est quoi son mod ?
They are working fine for me still, I just have backup access if they fall off though
deleting a complete zipline tower from the top of an advanced farmhouse doesn't have a debris pile... or it puts the pile somewhere unfindable
houla, on est sur du vieux message 😅
la troisieme faction c'est la vielle image ce la faction dont on parle ici, j'ai depuis une bien meilleure icone 🙂
well one good news on that side : if i make the folktails zipline station be a house, nothing bad happens 🤔
for now i have the scavenger building and the small tower fully functionnal, no issue, cannot get any beaver to fall off with my usual method (placing/destroying houses)
tbh the system could be just fine like this, but i really want the ballons, at least as relays
balloons been the coolest addition to all this imho
endpoints might be fine without the platform too though. like smaller balloon and just the rope ladder. not need the full max range either. maybe. really useful to have them. yet they felt a little too similar to the relays.
to shamelessly push some preferences 🙂
oooh, you gotta be kidding me, THAT was the issue ? 😑
apparently the cursed thing wants only 0.5 on X and Z coordinates
just adjusted to 0.6 and kaboom
beavers start falling off
well, in the grand scheme of things, i'm glad the issue is something trivial like this
okay, blender time then, have to put this tower exactly back on (0.5 ; 0.5)
thinking back on this, this matches with the tree nursery being the most problematic building
Now that you know how to make the beavers to jump. maybe a trampoline come next ? 🤔 ❓ 🤣
What was problematic about the Tree nursery?
the zipline add-on: beavers fell off very often (usually they can walk back, but get stuck at times and other issues)
I'm guessing something about location being rounded, and then pathing is lost, or something,
the arm was even more off-center
i don't know how the thing work internally, but while the nav mesh is working using voxel coordinates, i kind of expect it to actually translate into the mid-point in game, so the system is probably build assuming it can find a path to plug into at 0.5 ; 0.5 and was failing and dropping beavers off since my data was giving it 0.6 ; 0.6.
i mean... that's the most sense i can make of it
That definitely sounds frustrating. I wish I knew more of how this worked too, I just haven't worked with it personally yet
the most annoying part is to have no indication whatsoever about the problem, once you know what's wrong it's solved quickly
right now i have working properly :
- small tower
- large tower (upgrade)
- pylon
- junkyard
now loading the two balloons
did try and use @brave ivy wonderful script pack (and prefab modder for costs)
to adapt stylish bot-trains and frog statues for my whitepaws game (as late-game eye-candy).
sadly i could not figure out how (or if) it was possible to:
- get the roof look like Whitepaws
- get the walls look like Whitepaws (the WindowsAtlas darkens them)
- get the train driver to look like a Bot.. (they do cost the part!)
- manipulate the frog statue mesh from json files too, to change logs and planks
- to change the big x-intersection tracks BaseWood at all, even using emberpelts example
would anyone know hints at what to look at for those problems?
(I know i could clone the prefabs and all, but surely never will I be able to use unity and co like that with my poor vision)
hope that's okay to ask here and do?
Yeah, not sure why some of the textures don't update correctly.
so pretty 🤩
i'd like to help with getting ChooChoo on the whitepaws, but that seems like a lot of work i don't think i can do.
oh, i figured you'd not like adding to your mod
Just getting ChooChoo to run was surprisingly simple.
Can share my jsons. or upload it to mod.io, if that's fine with you?
It's fully functional and all. Beaver-only too. And super expensive (like bot assembly + bots). Just visuals that are off for the Train Yard, a quirk changing Wagons and the weird big X-Intersection.
yeah sure
if you have authorization from tobbert/bobingabout ofc
as for me, the balloons are still problematic, although i don't understand why, i even rebuild one from a basic foltail hub and yet...
@stone halo @brave ivy was it okay for me to upload a choochoo whitepaws mod to mod.io ? (essentially a copy of emberpelts mod plus changed materials and costs)
Oh, yeah. Sure.
My Emberpelts choo choo is just a patch mod.
Even if all you did was clone it and replace "Emberpelts" with "Whitepaws", that's still fine with me.
is it intended that demolishing a rappelling crane doesn't give back the rope? I've loaded into an older (pre-rope) save bc I was missing it and now need to backfill my rope. I've been somewhat shamelessly ||dev-moding|| in rope but noticed that deleting cranes (old and new) doesn't return rope, altough maybe that's just because the save is older?
apologies for how may times I used the word 'rope' above 😅
buildings can only give back, what they been built with - even if costs change in the meantime.
did confuse me a lot too till i found out
new ones should return them though. that's weird if they don't do anymore
ah ok thanks, maybe none of them got built that I thought, as it was flying out everywhere when it went into storage
but those are odd somehow. sometimes i can't see them when build on platforms.
I had started building an assembly line and some balloon stuff that soaked up rope straight away
yeah, that's a real hurdle!
i've noticed more than a few "not acting like i would expect" situations with debris drops.... I might have become paranoid on the topic
building crane gives back the rope with current version for me
not gives back any for old save games too (before rope was introduced)
can confirm that newly built crane (one anyway) is returning my rope
need to fix that, but right now i have other cats to whip.
the zipline relay balloon is incomprehensible
just slightly different values for minor things, and for some reason, beavers start falling off
trying to pinpoint which property is having a tantrum
baby steps... baby steps, i'm closing in...
pretty sure it's yet another completely bonkers problem, like the entrance for some reason cannot be inside the building's volume, while it is perfectly fine for everything else
GN !
are there any known problems with building the final wonder not detecting the correct water level?
i was at the bottom of the map and miscounted depth.... turns out the error was inside me all along
well now i'm in the "why does that work" phase 😑
Fixed ziplines? Jack the Gnawer is disappointed 😉
(No beaver soup!)

i've at long last decided to put a little work in some sort of beaver head monument (to go between two hands of soup)
i don't know if it is going to be cursed or nice
like beavers have to enter that mouth to get to their soup?
dentist office?.... high speed tooth repair?
no, that's... okay to be honest i have no idea what this monstrosity should be 🤣
but i was kind of thinking some downward stairs
like beavers enter through the mouth, clearly, but then... go down ?
i'm not really sure
could be some sort of storage
since it's meant to go between hands of soup
could place burgers inside or some other dearly wanted stuff. would certainly like that beaver head to be there
could also trapdoor random beavers to the witches lair or some other new purpose
could be a new cooking tent, with smoke comming out throught he eyes, nose an ears 🤣
but it can also just be a monument
Caves of horror 😮 ❓
Hi I have problem with White Paws mod, i tried everything and its always bugging, tried U7 nad U6, could anyone help me?
are you trying to use it from steam of mod.io ?
okay, can you show a screenshot of your mod folder ? you probably have something missing / that shouldn't be there
I used bepinex if tahts correct?
bepinex will most likely not work - it's cited as the most common cause of crashing with timberborn
next common problems are:
- pantry mod present
- wrong version of whitepaws (U6 versus U7 version)
- unsatisfied dependencies (show yellow notice in timberborn mod list)
might also need to fully remove bepinex from timberborn i fear
Ok i will reinstall timberborn
do i need mod manager then?
i noticed that it is causing errors
mod manager: not really. you can download them either through steam for steam installs or directly from mod.io and put into /mods folder
not all there. recommended to move Harmony to first
i dowloaded that from steam, what is missing/
Bobingabout Script Pack
could you send the PlayerLog from the error report? (should be next to /mod directory)
there's a file permission error with one of the mods here
how to resolve it?
not sure for windows.. integrity check with steam might work.
or you manually look at file permissions for D:\SteamLibrary\steamapps\workshop\content\1062090\3281653061\version-0.7\Localizations\
first time i see this one
probably one of the mods have a corrupted german text file
that's a bit difficult to check
😦
let me see if i can reproduce the crash and see if i can isolate the issue
i know german if that helps 😄
trying to swap to english might work here. maybe
will try
it's probably a format issue in the language file, actually understanding german is facultative 😅
when did the crash occur ?
when starting a new game ?
or just after selecting the mods ?
after mods list
no help
too bad
well that's odd
are you playing on a computer you don't own, like company-issued laptop or something ?
no, its mine
hmm... so no reason to expect access restriction then
maybe antivirus?
nah, they should know steam by now
Should i try doing it through mod.io?
could someone send me a pack of mods folder?
Zip
you could try and only swap that one folder too
with other games usually worked
steam accepts you placing them into mods folder
name of the problematic mode should be in D:\SteamLibrary\steamapps\workshop\content\1062090\3281653061\manifest.json or in the version-0.7/manifest.json
Try to copy all of those to documents/rimberborn/mod 🤔
that should technically work too. what i meant: remove the problematic mod from steam and put mod.io copy in the mod folder of the steam timberborn installation
Versions are all good 👍
and leave them as they are or unsubscribe?
either is fine, but on the mod selection screen, just pick the ones with the tiny folder icon (local) and not the cloud icons ones
to be honest that's quite a weird issue you have
you're not modifying one of the german text entry files by any chance ? 😅
and like keeping it open while you try to run the game
nope
😄
will try that with storage mod
the same problem here
does it work if you remove the .csv-files from the folder?
(just a random guess. no more ideas for this sadly)
UnauthorizedAccessException: Access to the path "C:\Users\karol\OneDrive\Dokumenty\Timberborn\Mods\3281653061\version-0.7\Localizations\deDE.csv" is denied.
same issue still
could you try the mod.io version instead of the steam version for this?
deleted all, still not working
it still shows the same error, saying the file is still there
that's a different directory under /Mods/
yeah, it's looking at a different mod
error report says /3286476486
here is 061
wait.. does this apply to even more mods now?
probably every single mod will tell you a similar issue
like steam can't read csv files at all?
yeah
if it can't find a specific language it defaults to english
but maybe that's not the issue
The best advice is to get rid-off the OneDrive. It's a mess.
thought that too
good point 🤔
might be a general user access issue and just randomly trying to load localisation first..
what i would suggest is to select the entire "1062090" folder in steamapps/workshop/content
right click, properties
then untick the read only or whatever, make it freely accessible editable etc
Only if OneDrive is not messing with credits , in that case will need to take autorship ....
and then dowload it through steam workshop?
i deleted all csv files and still the same issue
hmm... i think this goes beyond what i can help with, and clearly is not specfic to one particular mod, maybe best to ask on #🤖mod-creators or #🚀mod-users
also i'm going to bed soon, work early tommorrow
:D:D
dowloaded from steam workshop and deleted all csv files form localizations folders
question if everything will works with the names, as you can see
you might be able to leave the localisation files now too. if file permissions work
otherwise it will all be just those IDs, yes
maybe only german was problematic
as when i am form Poland xD
i doubt it was that actually. likely the applying proper permissions to the files was the fix
so should i check integrity all download it again?
that should work and re-add those i believe
after that it didnt help, needed to delete all the csv files
weird
could be still, that onedrive messed with access control 🤔
if it's that eager to block localisation files and you can't just exclude the path from one-drive control you might have to do without texts 🙂
checked integrity and now its bugging again
UnauthorizedAccessException: Access to the path "D:\SteamLibrary\steamapps\workshop\content\1062090\3281653061\version-0.7\Localizations\deDE.csv" is denied.
same
will dleete only german now i guess
XD
UnauthorizedAccessException: Access to the path "D:\SteamLibrary\steamapps\workshop\content\1062090\3281653061\version-0.7\Localizations\enUS.csv" is denied.
maybe its because i have office 360?
i have some issues with excel because of that
yeah, looks like your one-drive or something is blocking all the csv files (likely for versioning)
if you can set paths to ignore for that - that should fix the issue hopefully
how?
i don't know windows nor one-drive. sorry
UnauthorizedAccessException: Access to the path "D:\SteamLibrary\steamapps\workshop\content\1062090\3281653061\version-0.7\Localizations\enUS.csv" is denied.
but its not on onedrive anymore
sorry, can't help you any further either
will try that again, after installing mods again
we havent tried the oldest method...
turn off and on the computer
...
and yea, my antivirus blocked everything
2h, but now its working, tahnk you all for help

so no one having issues with beavers falling off ziplines for the time being ?
||No, but I designed it so I wouldn't in the first place||
-# 👉 👈 Is the large farmhouse connection coming back? That was amazing, but I know it caused some bugs
have to confess: could neither force them stuck nor fall ever since. did try. did let it run some. do miss the add-ons and terminal ziplines.. they made farming/ tree-nursing next-level and looked really cool
I'll try to add them back
No rush, I'll work something out 🙂
Thanks for the hard work again 😊
https://mod.io/g/timberborn/m/whitepaws-choo-choo-patch-unofficial (hope it works 🤞 hope it comes close to what water beavers would do with trains too 🤞)
silly question: should i add the frog statue patch too? any objection to making that available on mod.io? (still gotta need to ask KnatteAnka)
No issue on my side
On that note, what did you make the rails cost ? A long time ago I was trying to integrate ChooChoo and was thinking about making the rails cost, well, rails. To be made in the factory 😅
Don't know how practical or not that would have been though
seriously considered that too, but rejected the idea for how complex that would make things for the player. also it's set up to come late in game anyway with how expensive trains are.
1 track tile = 1 metal block, 2 treated planks, 2 fasteners
(treated planks to mark them as "foreign" / "weird")
original is 4 planks 2 scrap metal
really considered 4 planks, 4 fasteners, 2 metal blocks from there
but that's like 14 scrap metal, 10 coal, 4 plank, 4 resin and felt slightly too expensive. especially with how demanded for metal blocks are late game (+slow to make).
on the other side: factory makes 15-30 per day depending on well-being at that stage. so that's rather fast track making still isn't it?
quite unsure about costs in this still. will have to play more and wait for feedback.
also made the train yard cost like a bot assembler and trains costs as if they merged with bots
kinda could not imagine water beavers to just go and take the easy approach
or have it run 'on no fuel'
hmm.. maybe i should revert that to 4 planks, 2 fasteners, 2 metal blocks i guess.
or really add rails, as in 1 rail per tile..
but would price them at around 2 metal blocks anyway, so not really that useful to the player, is it?
another concern was in the train yard requiring the master in robotics scroll.
players need to consider to go for bots or trains first. (or swap assembly / train yard to share one scroll)
it's both expensive to connect far off districts or make another scroll for more train yards.
considering there's only few trains them using up processors and so should be fine
one master in robotics should need around:
1166 paper
800 tools
666 pencil
600 planks
533 glowing fluid
333 cereal bars
333 water
300 gears
200 metal blocks
200 brain salts
83 rope
should take around 20-60 days to make depending on how many abysses (explorations + relics, 200 each) you got free and how many giant flies are around.
plenty stockpiling, free workers and excellent well-being are really nice to have here!
not sure anymore if this is cheaper than the abyss reactor tbh
should feel real rewarding to unlock both, trains and bots 🙂
uhm... I know beavers love wood and all, but bathing in it seems a bit excessive 😂 (the building does have water, though not very much; do the beaver models align to the water surface? Or is the whole thing just a bit out of whack?)
I get this while using the layer-peeling tool, try resetting it and looking at them
Hmm... I think using rails as an item could actually be an excuse to bring the cost down. Especially since trains would be competing with zip lines.
Let me think of it 🤔
They are aligned with the water surface, so... Yeah give them some water 😅
how about i add them as 1 rails = 6 scrap metal, 6 coal, 2 fastener
factory can make them twice as fast, so around 30-60 rails a day if needed.
-> thus it's faster to make. costs is low at this point in game anyway, due to foundry
not really can compete with ziplines imho. rather with bots. that's why i considered making them mechanized and late to come in.
building tracks only really makes sense after having the foundry anyway, which requires ENS master scroll already.
if the masterPhD-of-robotics is too high a hurdle or requiring a processor for a train ..
how about making them just nuclear-powered mecha-trains, without the bot driver/ processor? and a 'bachelor of transportation' from ENS to make them available earlier?
currently one train costs: (including 4 wagons)
18 logs
12 planks
6 gear
6 robot parts
6 metal fastener
4 tools
12 metal blocks
2 nuclear fuel
1 processor
2 glass pane
2 glowing fluid
30 water
it's an option, but you can also imagine those as early steam age trains, which where not even remotely as heavy as the trains we have today. iirc the earliest form of "trains" were actually wooden bus-like things on light rail and pulled by horses.
of course it's up to you since you're making it, but the way i would have seen if i were to integrate it by default would be more of a mid-game thing, i don't want people to be forced to tech up to the ENS like their life depends on it.
I would make it more like one rail (building) = 4 planks + 2 rails (item). let's suspend our disbelief on the lack of fasteners, that would inflate the cost too much, and optionnally some waste rock, to mark it as clearly not intended for pre-mech drill tech level.
Then... i would want the factory to make 2 rails out of 1-2 scrap metal (+coal), but that looks stupid since it makes rails as coslty as metal fixtures... so i would pretend the rails are like wooden beams with a metal cover (would need to edit the 3D model to reflect this) and add a couple logs to the rail reciepe 🤔
as for the train themselves... i wouldn't make them cost nuclear fuel, processors, glass nor glowing fluid, that pushes it too far tech-wise. And since the train doesn't actually consume anything in game, i think solar pannels might be best (can be traded in early on, which is something i want to happen more) but that also implies editing the model... robot parts i see the point but i would also avoid because they are so far off, the assembly line which is like 800 science iirc, and making robot parts also consume gears. (do wagons cost anything btw ?)
what i think we can't do anyway, is make the rails cost metal block AND be made in the factory (since it also produces metal block, that causes a symmetrical inventory bug), or costing scrapmetal AND be made in the high-temp foundry (same reason)
as for the requirements in blueprints etc...hmm... we could go for a training course diploma in the library 🤔
wagons are included in trains. you build them as a set.
i like the library idea!
and making them really low-tech.. hmm.. it's nice too
quick question though, is your mod just addin choo-choo assets to the whitepaws and runnign a texture changer script, or did you extract the files, specifications, assets and everything to remake them at your own sauce ?
it's just patch json files really
i would see them at somewhat slow though, unlike the ziplines
oh, i see
well that limits what we can do by a lot then
at least i'm not super familiar with those tools
oh, choo choo can use train models like with https://mod.io/g/timberborn/m/thomas-the-tank-engine-choo-choo-addon#description
regarding the rail building, we can probably just skip over the rail item and go for 2 scrapmetal and 4 planks if we don't want to go through the trouble of rewriting everythign
ewww 🤣
but let's be realistic here for a sec, i don't think i have the time to integrate choo-choo fully into this faction, and even if i could, i would prefer not relying on other mods too much, every timberborn update breaks everything and there's no telling when dependencies will be fixed each time.
relying on timbercommons is already quite a concession because i really like irrigation towers. i love the idea of having trains too, but that is functionnally not as vital
on a separate note, i was thinking about a rebalance of the water storage in that faction watching at JC's playthrough. not that i want to make his life miserable, but i'm just questionning wether the ability to build humongous water storage was not undermining the principle of the game, which is to make a dam at some point
if you can easily store a bazillion water in tanks, what's the point of ever building a dam ?
feeling guilty rn
you don't have to, it just makes sense to do that
this is a design error if anything
but let's say, for the sake of argument, that i remove giant buried tanks
of course spamming medium tanks is always a possibility, but that quickly becomes quite a drag
removing medium tanks too would be... quite harsh i belive.
thank you for your feedback, lapan!
will try and rebalance it to make it available much earlier and through library. pretty likely add rails as an item too. makes more sense to make them easy to integrate
my population would die off..
realistically you would want people to store easily at least 300 tar, oil, tea or whatnot
so let's not remove them
but i might remove the giant buried tanks
tbh: giant tanks really suck for many reasons
they bind endless amounts of haulers (going 4 or 6 units of water at a time)
they make dams meaningless - just stock up and ignore 10+ days of drought
oh, right, i also wanted to push back tech-wise the oversized water pumps
what would that really do.... it would make bigger districts much less viable..
it would require more 'hubs' to distribute foods and drinks..
it would make hand-of-soup storage capacity seem like a joke actually imho
isn't that the same?
ah, true, might need to reduce the cost / capacity of those too
the one thing utterly useless imho. they barely give any benefit over upgraded pumps and they are super hard to use
yeah, one thing i wanted to do was allow them to use deeper water
you think they should produce more ?
maybe increase output some too
ah yes, because deep water pumps produce 4/ hour, but with workspeed bonus they actually make more
i don't know if many players up the well-being
but my upgraded pumps go by 180+ water per day from mid-game
workspeed bonus is easy to get to 2.5x to 3x by early mid-game. some more by end-game
i see... well the main point of this pump is to not require any workers but it needs to remain competitive at some degree...
hmm... wondering if i should make terraforming a little bit easier to help people make their dams
like 700 dirt instead of 1000
like filling holes and corners?
i don't know tbh
i'm thinking maybe some stackable dam that only lets a tiny amount of water through
would be nice to have something leaky haha
rn one dirt block needs the equivalent of 858 scrap metal or 109 metal blocks when made from drill output.
it's not too hard to spam 5-20 decently after unlocking foundry and stocking up on metal blocks for the late game things tbh.
might be more like people are scared by the number.
or not rely on haulers (it's so much faster to build a storage next to building site and have them haul in the goods)
basically the problem i'm having playing hollows, is that clearly the initial water source we have is meant to be sort of walled-up to become a reservoir, but i find it really difficult to do, or at least not without extreame population bloat, which would be very unsustainable early on 🤔
which is...perfectly intended in a way...
as a thought experiment : let's say i make a 2x3 rocks-in-a-cage type of thing, block water up to 0.9 height, and stackable.
you cant just make a whole dam out of it, because it would be leaking everywhere
with the way the water emulation works: would that block the flow even?
but if you use it to block the riverbed, you can slowly build up your dam on it
ah, uuh, good question, i should check that
well that's not too hard to test
having something with a defined (very low) outflow would be really nice indeed
have to think of the consequences, but i think that could be usefull
well crap
oh, wait a secon
one voxel can channel 6-7cms iirc
so 0.1 heigh x3 can channel about 2cms
let's boost the water source to 6 or so
nopinope, no bueno
they still behave as on/off fixed gates
that just bring us back to the sluice issue doesn't it ? 😓
and the drain houses were problematic because they actually pumped water trhough...
hmm...
but despite this, for the sake of argument, what if i still made a stackable semi-permeable building ?
the flow limit would be the waterfall limit, i.e. 2.2
which in the particular case i'm working with, is still too much, but not ecessarily that big of an issue
oh wait no, that would be stupid, you'd have a dam leaking water out even in drought, and far more that woudl be tolerable
so scrap that
what we'd need is a stackable floodgate... or a sluice...
or... just leave things be complicated ¯_(ツ)_/¯
trying to create a reservoir early is a logic problem. you can't start until after you've moved out of the cart and built the primitive forge, so you're juggling population, food, water, and trying to rush for metal fasteners so you can have any control over creating a lake/pond
the irony that a primitive dam requires you to sprint to the first stage of the tech tree is real.... logs and clay should get the job done
hmm... yeah that's a good point, but realistically you probably don't want to stay in the broken kart too long
what i want doesn't matter when there are thirsty/dirty beavers.... the first cycle is a frenzy of needs that actually slows down if you can survive without over populating.... that's a lot to ask for a new player
you can build those double water storage thingies too. very cost-efficient and great to bring a small population over a couple of droughts.
also there's leaky baths and lido (especially with cart-dynamite) to handle much till any need of big dams imho
though if switching from vanilla the much higher demand for water and farmers can be tricky at first i guess. barely noticing it now, but actually i need to count my population and pumps and farms to match for a couple of cycles (till increased well-being and advanced foods/ drinks lessen need a lot)
Maybe the giant tank is too giant, but having to rely only on mediums would be harsh.
Concerning the dam, it might be useful to think of its purpose. Is it early irrigation dam? Is it midgame deep irrigation for lotus? Is it dedicated large freshwater reservoir capable of replacing giant tank? If so, it has to be really large (water is only 5 units per Voxel afaik) and ideally protected from badwater (effectively locked behind floodgates) or it will take three days to clean up. As a newbie to the pack, I do have trouble devising such large reservoirs.
Am I looking in the wrong place, or is wbo not in steam community workshop?
it's "whitepaws faction" on steam
the objective would be large reservoirs for water storage yes, in which you may as well plant giant bamboo.
i also think it is difficult so no worries on that side
i wont make too reckless changes of course, only if i think it is doable
there is of course nothing preventing players to build 20-30medium storage to store 10k water
just a thought: it can get messy with hauling i believe if there's too many buildings with same purpose or too many over all hauling targets
Wow, a lot has happened while I have been out of it.
Yep... from what I read, I expected my old save to break. /laughs
applied all suggestions and made trains and tracks way cheaper and earlier 🙂
thanks again for the feedback!
this is addictive and has so much potential to play with^^
starting to see the appeal of making something big like water beavers and admiring even more how much thought and dedication went into it!
which structure gathers bramble flowers without actually breaking them?
none
But... they regrow in like a day or 2
The domesticated ones are even better, but they are a late game unlock.
i can always go florist ig
