#Water Beaver Overhaul
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Which, of course, means temporarily turning off the harvesting.
Once I have a section built up, I setup harvesting in a checkerboard pattern and they are self-sustainable.
thats smart
is there an early game way to cure injured and sick beavers?
Nope. It is sorta meant to torture and motivate players like me to get the library built and research the medical meds.
You can build contamination jails early for the beavers who will get sick due to badwater harvesting.
ik that
yes but you have been helpful
Thank you.
Here is a little task/trick that will take a while, especially in the narrow spots. I am "herding" brambles from the lower left of the screen to the upper right. They will spread across roads so long as they are watered. They even survive in (good) water the same depth as rice.
bug: this second overhang walkway still exists.
@shell fiber
I don't think it should break ๐ค
Ah crap yes
I have enough other mods that I may have done it to myself.
By the by, does the large farmhouse no longer support a zip line directly?
It is really amusing watching them JUMP up these giant stairs!
Heh tanks spam is something I needed to do, a dam would explode my population...
Hmmmm
||If you get to the end game, you have unlimited water and you don't need tank spam or a dam uh||
just pondered the same, Ants, how to spam my 4 factories, 2 advanced sawmills and 5+ assembly lines to make the dam to dam them all. ||just i never need the reservoir by this point||
Hmm tank spam is always OP even with tiny tanks in the first cycle...
Well early on that just makes sense, since primitive dams are not a thing, but if I make them cost logs and clay instead, I could reduce the amount of water stored in tanks ๐ค
could putting more/less storage into the pump balance that better?
i wouldn't spam storage if i didn't need storage....
for how many maps is there even a viable option with primitive dams?
those steal logs (lots) and slow progress for a while.
and all there is is 0.65m and (with research and more logs and plenty tar 1.65..)
that's great for blocking up a river, or make something viable to harvest rice / lotus imho
yet there's no 'next' from there. can't extend it higher. would need to replace it all.
can't put pumps up on it either. it's even hard to get across early on..
that's my main issue with big dams later too: every time i wanted to increase height, i'd need to demolish the whole layer and put the pumps one up.
this requires a lot of water storage and is super slow. also pumps + shafts usually require platforms, which is limited mid-game too.
so i tend to plan out a minimal dam early, use some mix of early housing (haulers, pit&ladder, ..) and usually not touch it for a very long time (usually once only to replace with upgraded pumps, and only if there's no better location by that time)
technically i'm super fond of big dams, full of dwellings and all compact like that
i was thinking along the same thread.... an advanced roof option for the pump houses you could build on top of.... keep the pump intakes functioning at the same depth while the water level rises with the dam
the need to remove and replace pumps as you upgrade and expand is where the problem is centered
too rare to have enough space on other parts of the reservoir usually, isn't it?
(+ pumps are such a sweet option to gain height with something useful)
i crave more tetris peices to build dams with.... balconies and terraces..... or dare i say it?..... heavy duty glass window dams
wanna grow bananas as part of the dam?
i do now....
me too 
That was part of the plan at some point, but then glass is pretty late game
Hmmm... Yes that's a good point
I like the visuals of the current pumps, but I could rework the upgrades to be stackable ๐ค
That said, pipes would interfere across layers
might be enough to have those for the upgraded pumps (as it's rather early the simple pumps get replaced)
as in stacking pumps on pumps?
not just having a 'flat roof upgrade'?
Well actually it's more interesting to have the basic ones be stackable since they come earlier, this way you wouldn't have to replace them, you'd just stack more ๐ค
Well flat roof upgrades, on which you may as well build an other layer of pumps
Or I could make a normal water pump that is shaped like the small bad water pump
Except a bit more self stackable
does that really fit the early game?
would need a side-access to water, wouldn't it? (the bad water pumps aren't really stackable or easy to handle early on)
still not really see how you want the early game / approach to change
if it's just about adding more options to build dams, a stackable option to pumps likely was a big win.
yet not sure it's very interesting or having too many options (different buildings) wouldn't confuse too much.
as a player i'd rather 'build upon' than 'often choose between basically same options'.
but i not really like change and i like the current early game and going with a disjoint 'village layout' approach to it
actually trying something new/ different might be fun too
That seems to be both the simplest option and the least confusing, I'll look at the models to see how to make them stackable
Hmmm
I feel like some of the changes make the game more like vanilla Timberborn, building large dams out of levees that don't count as houses
My current crazy map favours tanks and badwater repellent as the main waterways have mixed water and badwater in them
should this florist be buildable?
I have no idea if this is just U7 or if U6 is an issue as well (im playing on 7 now), but i built some big storage tanks like JC did in his most recent video (using platforms instead of dirt for supports) and they disappeared on reload.
FWIW i do think being able to build them on platforms is cheesy as fuck, but that 'feedback' should probably be there when the item is placed, not after its built lol
All of the platforms were built, so this isnt like the 'bug' from an update or two ago where you had to be careful about building stuff before mega platforms were completed.
edit: I just saw in JCs video that his tank built on the large industrial piles worked. Ill try to remember to test it on U7 with piles vs platforms, but no promises. Its getting late and timberborn load times suck lol
edit again: it seems this might be a U7 thing. I placed both tanks (top and bottom entrance) on piles and supports and all 4 disappeared on reload.
Again, i think its fair that this doesnt work...but it should be indicated as unbuildable when you place it, not deleting your progress when you reload a save (imo)
also side note: i saw the discussion earlier today about removing the big tanks because building a dam should be the priority. Ill just say that on a lot of maps that 'should' be the goal, but on many maps...i just dont think its really possible. Taking out the ability to store massive amounts of water just means that a lot of maps are essentially useless, imo.
FWIW youre already at a bit of a disadvantage if youre storing water in tanks vs in a dam because you have to dedicate more labor to pumping during the wet season. This is definitely offset by the mechanical pump since it just uses haulers, but haulers can already be a pain for a lot of people to manage without making the population go nuts.
I dont know that i have a perfect solution to suggest, but i do think removing the large tanks creates a huuuuuuuuuge difficulty gap between playing plains vs lemon canyon, for example.
I suppose I'll throw my 2ยข (centimes or cents, your choice) worth in on the whole tank discussion...
I like building dams and try to do it early on. A mix of the 2x2 liquid storage building and the 2x3 crate storage building can make a decent 2-height dam. That said, even the best regular pumps can't supply a decent sized-colony, let alone one spread out all over the map. Tanks are a necessity as far as I am concerned.
In the attached image, this array of upgraded deep pumps was not keeping the colony in water. I had to add the mechanical pumps seen behind them. Even then, if I didn't have tank in places, I would be hosed. At least the water tank buildings help, which I build a lot of. Both the 2x2 and 3x3 versions.
Contrary to what I just said, I don't think I have a single medium tank on this map (second image). All liquid storage is buildings, mostly the 2x2 variety.
I also really like the big tanks, but on so many maps it is a bitch to find a good place to bury one. With the dirt block being so expensive, terraforming a place for one is also unrealistic. Unless once can build it in a 3x3 hole created by buildings, but I wouldn't expect that to work. Even if it did, the mix or 1-height and 2-height buildings to make a 3x3 holes for it would probably be an annoyance. (Now I have to try and see if this can be done!)
[incoming topic whiplash]
Can @radiant arch (or anyone who knows) explain to me how to make uses of log bridges? At the moment, I can make no sense of them or how they would help construction (or anything). A few images of examples would do wonders as well.
I use the pit and ladder storage tanks early to take advantage of the extra height from the internal ladder
I love those.
Tbh i think the only time i used it was to bridge a 4 wide gap where i wanted to run power across. Unlike a suspension bridge you can put platforms on those and then run power across the top of it.
Disclaimer: i dont pretend to play the 'right' way on a lot of stuff. I follow the rules, but tend to brute force my way through a lot of things via extra population/resources.
log bridges changed in U7 to be:
- blocking on either end with any side-platform (or themself)
- they also block one tile below the bridge-part
so the setup became rather sad and messy with the pillars
i'll try and load my game to test again
the original idea was placing them like this:
but since they now can't overlap, you need to bridge it more like this or something
it's broken imho
still can make it work with the long aqueducts and placing the big wheels on top of the pillars, just more messy
for building you can run path along inside the aqueduct too
Have you brought this up to @shell fiber ? Seems like it is not intentional?
not yet got to this, no
i see why he did it
it's the same occupation fix needed to make side-platforms impossible to overlap
so you can't place log bridges on those for example or skewer-platform out from an overhang
it's just no sense for the log bridges
randomly placing those wheels isn't really useful, is it? ๐
Not at all. I honestly see no reason to ever use this piece.
oh, for an abyss reactor it gives you 700-800
just had a 0.2 source or something overflow and only got 80 haha
can also be really useful to channel badwater
plus you got plenty great spots for batteries up there
actually used aqueducts for power-sourcing on more difficult maps a lot to cover needs late mid-game when still far off from abyss reactor
like when you have very limited space or need bad flow control with (lotus/ rice) farming needs
Admittedly, I made this map, but this was NOT an intended effect.
Oh, I see the aqueducts for moving water, but not for power gen.
yeah, i admit that power is no issue for your map!
What can I say? I love high water flow maps. ๐
agreed on that!
and not a single battery ๐
NEVER!!! I hate those!
I don't think I have used once since U4.
I usually play a clan that doesn't need them. IT if vanilla. Emberpets otherwise... until WhitePaws. But even now... I just let the drought run its course. Always plenty to do.
that's nice too
The white paws have their gas-powered generators, but they are too weak. And solar is too expensive. Nuclear is tolerable, but wasteful . But that abyssal reactor is so nice. And now that I know about the aqueducts I am excited for when I unlock it on this playthroug!
This playthrough has been 100% without dev mode. I can't wait to try to build the abyssal reactor "correctly".
THIS monster was a P.I.T.A. to build without dev mode, but I did it.
seeing the abyss reactor finished is really rewarding
Yes why ?
Which changes ?
Can you give screenshots of how it was before disappearing ?
That is a difficult balance to find, no doubt about that, I'll do my best ๐
On hollows I also use them quite a lot ๐ pretty happy with those buildings
Oh crap, completely missed that ๐ญ
Yes, that was the intent
Okay, so I urgently need to fix the giant log bridges ๐ค
Any use case outside of making a catwalk under / over some aqueducts ? I have a workable idea, but the use case are not exactly identical ๐ค
Typically instead of one half log being stuck between two pillars, have it stuck in a T or + style to which I would also add a narrow passage to walk through the pillar I think
Oh if we are making more types of primitive dams then it might just be like a vanilla levee dam?
I could see use for this like this.
really love this idea. that's what i'd want to go for when making shafts bridge complicated areas (using platforms in Y or T shapes)
only problem is with aqueducts only having 3 or 4 width between the pillars
that's too narrow for log bridges if you add any extension to the pillar (might be too wide if you have the pillar in the middle of the bridge too?)
a 'tunnel' within the pillars, that could attach log bridges on either side, would be really cool imho.
yet the most common usecase for me is having them on top - either directly on the pillar or with a platform (spacer) between
actually.. can pretty much make a (wobbly/ weird) tunnel in the pillars using platforms already i guess.. but no fan of it visually
Oh yeah right, that wouldn't be good. Funny how I sometimes forget the most basic things ๐
Hmm sometimes I'm not the greatest at giving context either ๐
I feel like parts of the mod are working against itself
Dams are good and I build big ones in vanilla, but that's without the nerf to dams due to beavers living in them
Balance is very hard, and I'm still enjoying my playthrough
I need more than 2.2cms of water to my main colony now though... ๐
it was showing as "out of range for construction" until i placed a path arriving from the left
Ah... Interesting ๐ค
I didn't think about that
I also had an other idea for the dam issues ๐ค
Not yet 100% sure of the practicality, but maybe I could make some (most) buildings require water access. Like the factory would require it for cooling, the kitchens could require it instead of using water in their recipes etc ๐ค
But that requires extensive rework of many things
For now I think the most straightforward is to make the basic water pumps upgrades have a flat roof
it would certainly force people to build dams if factories, kitchens etc needed to touch water with their backs! (front? kitchens smoking into the water?)
pretty much change the early game and how to layout things a lot too
if the water access is at ground level it would be easier to flood the entire industrial area like a rice paddy.... and if a paper mill can get water from direct access that potentially saves a lot of hauler jobs
would only make sense if doors could be flooded? (or else building underwater becomes the new normal?)
I assume you mean from the previous message about the big tanks going away lol.
Lemme grab em from JCs discord
good point...
this makes my brain release the happy chemicals
not gonna lie, that's kind of ugly ๐
hm... also i guess we could get used to it
feels like some weird pinapple pie or something
instead of changing a great design: putting another 'addon' above the upgraded pump to make it stack 3rd layer (maybe offset 1m towards pump to cover those) wouldn't work?
just imagined something like an inverse dam-like piece as 2x2 base for another solid building + a platform like walkway - so a 2x3 upgrade to the 3rd layer?
but might be too much, to stack an upgrade on an upgrade..
kinda like this, with a platform-walkway for path on the left side roof
ooh, that's actually a pretty good idea ๐ค
but it poses a small balancing issue then, you basically dam 3 high
with only 3 population
which sure is nice, but maybe a bit too easy
it couldn't add 3 inhabitants to the lower?
well the upgrade could have its own inhabitants
and also, that quickly results in crimes against gravity ๐
i mean, technically my design idea is a little broken: there's 0.5m missing in height, so it could add a row of windows
might be true.. yeah.. but leaning to one side also gives it more dam-feel (and there's supposed to be water pressure)?
gravity crimes should be low given it's 3 height per 1 extra width
and you could block side-platforms to that side too to make it harder?
actually this design poses an other problem actually
in a given building, the watertightness has to be consistent across colums
so on the side view, voxel 0;2 is not watertight, while 1;2 would neet to be
but anyway, i kept the old 3D models (trying to not be an idiot)
so i can always rollback
this seems to be in order
also directly replaces the old ones without apparent issues
partial replacement for the old giant log bridge
and this one to replace the 4-long one
looks cool, what's the usecase for it?
I'm all for crimes against gravity
Well the idea is that too convert the 4-long giant log bridge, you'd need two 2+2 T bridges, which is fine, but for the 3 long one a miserable 1+1 would look silly. And aqueducts can do 90ยฐ turns too, so how do we do that ?
Well like this, a full ring of side platforms
But I really need to make it so that giant pillars can't be placed on platforms or side platforms, that's... yikes... I really hate it ๐ฌ
on the subject of water pump watertightness...
I thought I remembered seeing water fall 'through' the upgrades ie under the triangle but over the door; was this fixed or am I hallucinating?
like don't get me wrong, this^ makes way more sense, it's just not what I was expecting lol
already had to rebuild this dam once to lower the height; turns out I only needed the pumps and upgrades all along ๐ฎโ๐จ
I do like the look and function of these!
problem solved, save for the flooded tank I'll move
<laughs> I am very guilty of that, but it does make sense for it not to be possible.
The two times I have tried to make an aqueduct has been where there was already construction so dierctly on the ground wasn't even a possibility. ๐
That just means I can't use them for some of the things I wanted. I am sure they will still have value with the big nuclear reactor, even if little more.
bug: scavenger's junkyard range
The in-range for the Scavenger's Junkyard is still not working like it was. There is a lot of metal that should be "in-range" according to the blue outline, but the scavenger yard says nothing to do in range.
it should be able to flow over the houses just as well, don't know why it's not. but generally water starts overflowing close from the source
in my esting that was working fine. are you sure they're not just full in scrapmetal ?
got this to connect the paths properly, at the expense of...some minor weirdings
that's pretty!
just for the sake of testing, this is 21 families worth of beavers
so 63 beavers
it is roughly 5/8th of a circle diameter 16-17
so roughtly 105 voxels, depth is 2.5 ish
and one voxel is five water
so that's about 1310 water stored, minus evaporation ๐
only need 4 of those to replace one big tank ๐
hmm...that'snot good
water beavers do use up lots of water, don't they?
yep
for your image you could increase it to 3-4k with ~250 beavers it seems. which is a nice mid-game population.
yet not sure such a sweet spot is very common to have
63 beavers consuming 2.1 water / day for a maximum of 9 day drought, would require 1190 water ๐
pretty sure it's hard to impossible to build that dam without a 200-300 storage already
thankfully, if i need to, i can increase the thirst value of water
anyway, have to go for today
have a nice day
thx !
Hmm... The main issue here is the amount of water in... well, water
Maybe there's some config file for that I can overwrite
Otherwise the best option is incase the amount of thirst provided by water
But that requires also changing every other drink as well
I could go into weird stuff like making beavers get a little bit of thirst back when swimming ๐ค
Unless someone can come up with a script that increase the amount of water in water
It I can also consider that is fine like this, five medium tanks and this make for 3000 water stored ๐ค
Or a mix of several options
Reloading the save fixed it.
I often play for hours and hours without exiting and reloading, so that allows errors to creep in from many sources.
there's so many issues with timberborn 'getting stuck' like that only to work again on save&load..!
Even unmodded.
And they seem to be working correctly this time! Very happy.
Imma scrap my U6 colony and start U7 one it seems
Yeahhh. And they seem to be super fast tooo
Can I directly open my U6 colony in U7?
pretty much, yes
I do not beleive so.
some issues with side-platforms overlapping: those might vanish
as in: overhangs, squewers, bridges and log bridges
I don't have a valud U6 to test with anymore.
maybe starting a new game is safer^^
Oh I'll test it later and see then. I had just reached mid game iirc
But it takes sooooo much time to get back going ๐ซ
But yeah. That's what likely going to happen
What are some good maps? Or maybe wait for map build contest
I was using the castles map, one which JC was doing his folktails run on. Was pretty fun! And nice places
There may be some balance change update incoming ๐
Was hard to place medium mine cuz the lowlands, are extremely low and not much place to dig 4 deep hole
Oh are you talking bout water stuff??
Please don't completely get rid of giant tanks... How would you ever play with flatter maps, where you can't build tall dams easily
Water canons and beaver towers, maybe?
problem is in the 5units-per-voxel making reservoirs super inefficient + evaporation on wide lakes..
Like the dam might not even be self sufficient for its own population
to replace a 4k-tank you'd need like 12x12 at 6m depth.
but 15x15 at 4m and more than 20x20 at 2m..
@shell fiber I somehow missed this! I saw its big brother, but this is way cool! Power shaft through my dam is a big yes!!!
It seems the game itself doesn't allow for it at all
I was afraid it wouldn't work, but I didn't wanna jsut kill all hope.
Found this map called braveheart. Seems promising.... There's toooo much water generation
NO SUCH THING! ๐
If I'm not struggling to deal with excess water then there isn't enough on the map. ๐
It's been back recently
Is it possible to use houses as dams that take in water but don't consume the water it's blocking?
What happened to all the T intersections??
quick patch to enable knatte anka's frog statues
Look who both are staying together and planning some mischief ๐
wait what is that smoke ? ๐ค
ehm.. a fragment from the choo choo thumbnail (re-used the layers^^)
giving it a pipe would be fun though - should i? (disclaimer: i hate smoking and it's unhealthy. but a frog god blowing water bubbles... )
what happened to the zipline on the large farmhouse??
Water beaver faction where everything is a dam having problem with not getting enough water in their dams is an unexpected level of irony 
why the large farm house range is not getting extended to the balloon on the right??
Those ballons are flying relays they don't give access to the ground
Then which ballon gave the access down below to increase the range? Is it no longer there?
it's not present anymore, not sure i'll put it back since the small tower does a fine job already ๐ค
Oh okay.... And what bout the extensions on the large farmhouse and tree nursery? Cuz I can still see the paths but not out anything on it
i'll try to put those back i think
right now i'm trying to integrate some code from luke (faster swim speed and more water in water)
Ooooh. I thought I was missing some upgrade. But that sounds coool!!
although i'm not 100% convinced about the more water in water because that also affects the lido / waterdump
Would be playing most of the day here today if you need help testing!
i'm trying to get 10 water per voxel, but that also means you need twice more water to fill a lido
Would it cause issues with waterwheels and water flow mechanics?
i don't think so, it's a script that affect the conversion item / environment water
Hmm, IRL water is incompressible, so they use it for hydrologics.
shouldn't be that bad, should it?
i mean.. how does it affect evaporation? if that's not doubled, it wouldn't really be more than a small delay in filling them up
for a lido-sized lido that's not much of a problem, but when you're trying to fill up a medium size pond if gets more complicated.
but i just managed to edit the flowing water recipe to store 45 water instead of 15, so now with 6 workers i'm hopeful that will actually get filled up.
actually love this! been too easy before ๐
I thought he looked dead... ๐ฌ at least he was relaxed ig
awesome place to rest for a water beaver!
๐ฑ
hmm... something's wrong with the flat stackable water pumps
i'll try to push an update soon, promise ๐
also, i'll add two dependencies soon : faster swim speed (set it to +100%) and configurable pumps (disable double pipe length, water conversion rates set to 0.1 instead of 0.2)
Looking forward to the update.
Also, added #1 back in and #2 subscribed for the first time. ๐
On you log bridges rework, will it be able to place them with only one of the two supports, or will they still need two anchors to place and build?
They will only have one anchor in the middle
I just noticed a potential balance change I would like to point out. Your 2x2 2-story watertight lodge and your 3x3 triple watertight lodge have the same amount of residents and haulers. That seems against your general theme, and probably just snuck by.
Anyone? Before I build one to find out and possibly end of having to tear it back out and redesign things, do the water canons act as dams?
The asnwer is "no" ๐
Not really a bug... but the icons for no power (30ยฐ version) are about 1/3 of the way to the depth gauges. ๐
For a test, here on the no power icons on 30ยฐ, 45ยฐ, and 70ยฐ canons side by side.
looks like it is just placed 'center' of the thing
Perhaps? That sorta even makes sense.
First time I have tried to fill a lake with the canons.
What is the size of that map you did you suggested I try?
the one i made?
it's 128 high and 64 wide.. need too look up the length
fun-fact: it was about 32 zipline distance end-to-end
256 deep
My rig probably wouldn't handle it fully populated. I am choking right now on my map with 1.2k beavers and I am nowhere near having tamed the whole map.
I guess I need to consider finally upgrading this old thing next time I am offered an upgrade hand-me-down.
i hear you on that.. mine takes 3-4 minutes just to load the map..
though it did perform okaish on low quality with 800 beavers
did you get close to the wonder on your aqueduct map?
kinda stuck with playing with choo choo and going past weird bugs and limits - but rather curious to play that map right after
FPS on paused, normal, 2x and 3x speeds.
I should install Luke's utility for telling where the bottleneck is, but I am pretty sure it is my CPU.
never seen a FPS over 30..
Plenty of ram, a pretty good video card, but a fairly old CPU.
/laughs
Wow. Over 10 years old.
The Intel Core i7-5930K was a desktop processor with 6 cores, launched in September 2014.```
well, my 4 core processor only is 1 year older! now i feel better ๐
When I was still a tech, I put a lot of money into my gaming rig. ๐
But I haven't worked since around 2020/21. ๐ฆ
same here..
It was quite the lifestyle adjustment, wasn't it? /sigh
All well. Just keep on keeping on.
Well, this benchmark isn't what I had hoped it would be. It only looks at in-game numbers, not system specs.
Which, thinking about it, only makes sense. It would be a bit creepy if it could look into my actual rig.
Hmm... not entirely sure which one you mean by 3x3 triple watertight
If you mean the 2x3x2 watertight house, it's meant to be a little be more luxurious ๐
But the idea is generally 1 beaver per livable voxel +/- workspace
Oh... Well not much I can do about that ๐ค
I had to give physical occupancy to the flag because otherwise trying to shoot water off the map would immediately crash the game. And the game puts the icon above the... barycenter ? Is that the correct word
I was using in-game names of the buildings. the 2x2x2 has 8 spaces in it. the 1x3x3 also has 8 (removing the center square since it isn't livable). The 2x3x2 has 12.
It isn't a big deal at all. Just pointing it out in case it was missed.
(And yes, I meant the 2x3x2)
for me it fits: give them space for stairs, office, some common room with the big lodge.
also it's nice and simple: it's usually 3 (small or storage or triangle) or 6 (bigger) or a very distinct special building
just: there's no beavers in mines or foundry or educational buildings
my theory on that is, that flooding those places is kinda bad, so they got banned
And a beaver living in a tent is NOT a happy beaver.
you know how often kits gnaw through those poles?
expensive bug: large water storage (and contents) vanish on reload.
I tested this two times in a row; same result.
that's odd
the occupations look off. why is the tank 5x5x5 sized on blockSpec??
and 17 of those voxels are set to ground-only? (1 instead of 3 as in the others)
like isn't it only 5x4x4 sized?
tbh: getting 125 voxels set perfectly in unity is a real achievement..
The metal poles at the top take up space. But they are supposed to go into ground or a "stackable watertight building." It is 3x3x3 inside with a 5x4 top.
well, it can only be a box in unity. so you got to set occupation on the empty voxels to empty too
8 stakes + 9 tank bottom = 17 .. that might match
I usually have those poles only in ground. This is the first time I can remember using a "stackable watertight building" as part of the construction.
I reload to a previous save, but for now switching to dev mode for testing...
wait: you not have to dig out the space for those?? darn waste of dynamite..
Always had to dig them out. Even in my U6 game I thought. At least for the water beaver mod.
Yes, it was my U6 game because that one was the one with both horizontal and vertical T power shafts.
I appears to be having a building as part of it. This is the above after existing and reloading.
I'm gonna grant myself a dev-mode "mulligan" and move this over one block since it was -supposed- to work the way I had done it. ๐
But I wont replace the lost water. They can re-gather it.
water cannon inconsistency discovered. Intentional or not?
The 30ยฐ canon blocks its "measurement square" from having lilies planted. The other two canons do not.
can place 4-long bridge on p+l stack, but not 3 
this got built even when there was no terrain
i'll look into this, it's odd
if the placement is not valid, it shouldn't allow it to be build
Agreed
there was an exception to that in U6 for the side platforms etc but that's not the case anymore
what, okay that is wrong too ๐
But by the very description of the large water tank, it should be valid since there is no way for it to be supported by a watertight building if said watertight building isn't part of the side of it.
The "easy" fix would be to alter the description and make it require only dirt on all 3 sides.
the first design had trusses in the front too, so the actual bounding box was 5x5, then i removed them but for the sake of compatibility just left front row entirely empty
probably normal, the actual exit of the water mover has to have occupancy to prevent people from placing it outside of the map and crashign the game
the others do too, but the exit is much higher
Ah. That makes sense
I have been pondering this, and I would like to actually make an ask of you for a new piece. Rather than make it so that the pillars can only go on the ground, would you be willing to add in 1x1x1 and 1x1x2 -metal- platforms that -can- support the pillars?
If not, I understand and will try to adjust future designs if you do make the pillars only placable on the ground or themselves.
wasn't this more like 'on anything but platforms'?
Uncertain.
that...gotta be the most corner case i have ever seen...
the longer bridge is wrong actually
yeah
the 4-long one shouldn't accept this
??? Really? Vanilla allows it and in many cases a bridge like that is the only (logical) way to build to otherwise unreachable areas.
Again, your mod = your choice.
Apologies if I am coming across as too argumentative on your decisions. Many of them I love and agree with. A few leave me scratching my head in confusion, but in the end, the decision is yours and I support that.
you could build another bridge. it's cheaper too.
How would you build the other bridge? I am confused.
it's one 2-m gap, a ridge and another gap
what ? it's okay in vanilla ?
I am 90% sure it is. Want me to load vanilla and verify?
as it not impacts what you can reach in any way and makes more sense i'm with lapan on this one. bridges should not require supports from below^^
He is saying the opposite. That they -do- need supports on both ends. Or I am misunderstanding.
the problem here was that there's something touching the bridge from below, which should invalidate them
nothing about requiring support or anything
That is not how I interpreted this example. My apologies.
Also for me, the 4 piece cannot be placed if there is something under the 2nd block, as one would expect.
This is what I expect.
not a path, but a platform / ground - something which occupies 'top' of that voxel
that was the issue before
Not how I see the OP's question. #1070709592176197642 message
Again, perhaps I am focusing on something totally different?
since i added rope now i'll make the longer bridges also need it
using metal made them too expensive anyway
i've also been thinking that if metal fixtures cost 1 scrap metal for 1 fixture, it's kind of a stupid ressource
so it should likely be at least 1 metal for fixtures
and i'm always concerned that the toys, comic book and other trinkets are too expensive to make
Do you mean metal fasteners?
Aren't they critical to early game progression, long before one can make regular metal?
ah, yeah, i meant one scrapmetal = 2 fasteners of course
i get confused with the english word for those
i've also considered making the tools cheaper, but having every beaver want to have their own
English, or its more primitive variant, American, is my first language and -I- get confused by it after 5+ decades attempting to communicate in it. ๐
afraid that would be annoying though
given how few it actually needs: i think those are fine actually. a minor hurdle first, but usually no-concern later on (=always too many of them)
yeah, that's a no-brainer to make: artist and copyist on lowest priority make more of them than 1k beavers can use up
Yep, that is what my copyist and artist are doing. ๐
and toys isn't really much more of an issue rn: you can have enough of them and mining tools just from a single primitive worker
so once you unlock the factory is basically a time you should get infinite amounts of toys
Factory and assembly line unlocked.
i have a handicrafter make them just fine for hundreds
only really switch to assembly for them very late (but more for the storage)
That is probably how you get your happiness so much higher than me. I still haven't crossed 30.
that's fun. you need twice as many beavers for the same output i'd assume
also twice the number of pumps and such..
25 average, 26 in my happier district.
I'm not ignoring recreation over there, just not focused on it.
Trying to finish my massive water farm. ๐
i...just couldn't help myself, had this idea running circles in my brain for too long already, needed to let it out
Yes please.
oh really ? good to know
hmm. maybe a disclaimer, as well-being scales with population for me:
mine make comic books at up to 4x pace and beavers live around 120 years.
so it might be that there can be a shortage for low-wellbeing approach with huge population
but there was never a shortage if i added well-being slowly as population grew
Yeah... I'm running low and I don't even have any in my happy district yet.
Thee are two things I really have trouble making enough of. Cabbage and lotus flowers. It is a pity the hydroponics garden doesn't do lotus flowers.
doesn't the gmo do?
<head slap> So it does.
also there's stews that multiply ingredients
it's much more efficient to give them superior foods and lower how much to harvest that way
The superior foods need lotus flowers. ๐
true
It looks like the gmo lab can be compeltely submerged?
I don't have 3-deep water anywhere.
you can always build them on land too
True, but looking for things to help enclose my giant water farm.
Also, my mushroom and kimchi production
yeah.. i like high well-being haha
okay, i should really be looking into this giant tank issue... but to be honest i'm pretty sure i'll deprecate this thing soon
with the flat foor pump upgrades and the 10 water per voxel we should be just fine
Can we have bigger tank buildings? ๐
but i think late late game i'll make a gigargantuan water storage
Water isn't the only thing those tanks are good for. ๐
I like my gargantuan storages.
By the by, I do quite enjoy seeing this continue to evolve.
Am I missing any sawdust rates? (these are rounded slightly)
- 1 log @ 10/hr - Log Gnawing Station (set for sawdust)
- 1 log @ 2/hr - Log Gnawing Station (set for planks producing ยผ planks an hour)
- 1 log @ 2/hr - Rudimentary sawmill (producing 2 planks an hour)
- 1 glog @ 16.7/hr advanced sawmill (producing 1/3 half log an hour)
- 1 glog @ 17/hr - advanced sawmill (producing 6 logs an hour)
- 1 glog @ 15.8/hr - advanced sawmill (producing 6ยผ planks an hour)
At first I did not understand the use cases for these two. They seemed like horrible choices for anything. But they use crude saw blades instead of steel saw blades for earlier access.
- 1 glog @ 6ยฝ/hr - advanced sawmill (producing 1.96 logs an hour) Why would anyone use this mode???
- 1 glog @ 4.7/hr - advanced sawmill (producing 1ยผ planks an hour)
It would seem that the primitive log gnawing station is the best choice if sawdust is the ultimate goal and you don't want to use up giant logs.
also: a single wood burner can get overwhelmed by a single advanced sawmill ๐
I don't think I have ever burned off sawdust.
those gnawing tents surely are the best way to scale sawdust needs
i end up burning 90% of the stuff unable to put it to any use from late mid-game onward..
just too much demand for logs and planks from that advanced sawmill
I have like 12k logs so I never really bother turning giant logs into logs.
Logs never seem to be a problem for me.
Planks, yes.
i always forget to scale forests ..
and get all surprised by the sudden need to build the big things (abyss reactors, late science, ..)
I'm doing better this game. I have 1.7k planks in reserve at the moment but I go though them so fast.
i don't even know if giant logs are any more space efficient than regular forests. but i tend to mostly only rely on them from some point on (turning other forests into resin or chestnut famrs)
Resin is my current construction bottleneck. And badtide just killed one of my pine forests. But I have a plan for the future. ๐
making artificial resin?
never tried that yet.. actually did on a very small map. had no more space for those trees
um...??? I missed that it even exists.
There are so many options in this... I either never notice or forget about a bunch of them.
That just challenges me to get better!
if you have the space it's easier to use trees imho
I'm spread out, but I don't think I'm even using half the map.
What makes pine resin? I just glanced through everything and didn't see it.
Oh... the abyssal human lab
is 150 the intended science cost for the stream gauge?.... it's a pole with a float on it
It also (somehow?) measures waterflow rate and contamination levels.
It is 150 science in vanilla as well.
or a levee or hedge actually haha
by the way
awesome work!
Is that an initial unlock or is it behind science?
really really impressed by how much rope and your additions to models using that enriches the experience!
Hrm... planks... probably behind science.
Was there a faster way to get dirt beyond the big drill? Two drills are not keeping up with the dirt usage of my buildings. /laughs
setting a storage to priority works. as does a clay pit collecting the stuff
oh, wait.. not emptying it..
there's mines for the abyss. but not sure about how efficient those are
I have 8 dirt left. ๐
and there's kinda limited abyss spots usually
do you put some into building / gold?
Nope. gold is only gotten from the clay pits.
gold from clay pits takes a lot of dirt
but well.. 2 drills is rather little too
usually running 3 coal, 1 iron to satisfy demands (sometimes adding another batch if in need of extra metal)
but might be the downfall of too high wellbeing: the automated stuff can't keep up
This is a metal heavy map. I still haven't gotten the "city blocks" yet.
If it absolves me at all, I ended up making the stack 1 taller, for more clearance over the large farmhouse ๐ and I still donโt think it would let me place the 3; Iโm assuming the occupied voxel is related to the upgrade space on the farm? The reason I needed the bridge was for lotus flower-nenuphar separation ๐ a terrain barrier and a now-deleted temporary rappelling crane (honestly one of my favourite buildings btw), and now I have a flower farm inaccessible to the farm (top of screenshot), a lotus farm which is reachable by farm (bottom), and a bridge through the middle to the tree nursery off to the right (access to main district off to left). I love finding ways to manipulate the access ranges to work in my favour, as mentioned previously I have also used fences to do this but saw a fun opportunity for something new here
I plan for 2 iron drills and a coal.... if there was a dirt only option I would probably run a 4th drill and start using more GMO's
default value, i never even bothered to look at this building's guts ๐
right now i put it at 100 science
actually the large farmhouse occupancy was...crude at best, some voxels that are visually almost empty were marked as full while really they shouldn't. just fixed that
also on the topic of drills.... the ore and dirt lines for the 2 drills are inverted.... one has ore above dirt the other is dirt above ore
i think the game did that on its own ๐ค alphabetically Coal > Dirt > Iron
in my reciepes the coal and iron are both on top
it doesn't matter..... it's just one of those things that you notice and can never unsee
oh yeah, people are definitely going to love this thing, i already do ๐คฉ
You're gonna give it to us before you stop for the day right? ๐
what if.... a stream gauge was also a house?.... uses paper and pencil sets to make logbooks (library books)
Is there supposed to be water under it or was that for testing?
is this un-defied gravity still?
-I- like it. How much does it hold?
looks like it was supposed to hide that part ๐ค
does the top come off so we can grow nenefars (sp) in it?
in principle the amount display mesh should be cut off when below the building
right now 7000
but it could be a bit more, maybe 7500
it costs A LOT of glass
Speaking of, I need to figure out why my glass production is going so slow.. NVM, I'm just using it too fast.
if i need more glass i'll want another foundry.... then i'll need more quartz.... that 4th drill is looking better all the time
sadly drills not give quartz..
not with that attitude....
i'm sort of begging for a reason to need another full reactor
technically the foundry uses up quartz faster than a single medium mine.. hmm..
yeah.. looking for anything to do with my 3rd too.. currently it's running a beaver washer
I have 3 quartz mines under my foundry.
foundry can eat up 2 medium mines if both have max workers
don't give me ideas you might regret ๐
"Any good idea can flower into madness."
I had to shift one of my resource towers because of my zip lines. ๐คฃ
for balance you could shift it back after the next layer
/laughs
I just might!
I did want it against the ancient aqueduct.
But it will be a few layers.
Maybe not...
1 more layer above the double being built then I can do it.
i hold back on adding more large mines until i can't avoid it.... i'm always concerned about what to do with the hole if i decommission the mine.
but i start placing the mines on high ground i can convert them into gravity battery wells later.... hmmmm
Put pit and ladder water storage down in it.
that works too
hmm... let's say you square it out to a 4x4x4 hole, that 64 voxels of water, IE 640 storage plus some irrigation ๐ค
not amazing, but not too crappy either maybe
can fit a lido too (though tower baths are still better in every aspect)
actually used to connect two of them for storage like this a few times
(i rarely use more than 2 mines late game, often only one + small mine for salt)
NaCl and NO could have more uses
hmm... i don't have a lot of ideas for that ๐ค
NO: tar, nitro, ..
salt: chips, processor
anything else?
(actually neither is really any bottleneck ever. just you either have it or no)
NO might be a fertilizer option, i'm not sure if there are other industrial uses.... NaCl could find purpose in the nuclear buildings
yeah.. but that would be artificial complexity, wouldn't it? (personally prefer short recipe lists)
The cooking tent is the only place that makes chips, correct?
one of the things i "never" build are the robotic farms.... it's so much easier and more satisfying to use beaver farmers i don't use robot farms
btw: using a florist to make lotus flowers and a kitchen to make fried rice can lower cabbage need a lot (florist work only half as fast as mechanised kitchen though)
they can make a huge difference for small maps or those very hard to farm on
also if you wanted to minimize the beaver count they can help a lot, as bots can operate them
that's a fair use for them.... but it's the only use for the robotics degree and the controllers
the robofarms exist also in order to make towns in which beavers only do minimal work
??? Is that... possible in this overhaul?
some jobs just can't be automated but you can probably get away with 4-6 hours of work dayly, maybe less thanks to the ziplines
well great, this is a liquid-specific issue...
ah, it's a shader issue
hmm...
Cool
kimchi works fine
problem is all the other liquids...
ooh, there's an other option...
since it's made out of glass to keep the water in, it obviousls can keep water out, and therefore should be watertight
which also means it should be a house
An extra residential level?
and if i make the house part blocky and 2-tall under it... well that should cover our tiny issue
Nice
the alternative being to try to look into the shaders
and explain to people why this one is not watertight
I see nothing wrong with a mega housing block attached to it.
hmm.. 3x3x2 times 4 housing.. 48 total?
yeah, that's the number i end up with too.
i can be nicer and skim off 1/3rd or 1/4th of course, like 32-36
also can give quite a lot of haulers ๐
... by that point in game.. it's nice to grow a huge town actually with luxury highrises filled with burgers and lemonade!
I got my happy district up to 30.
hmm... yes but that's still a ludicrous amount of people... even 24 per building is a lot if you actually intend to store water
well.. actually.. i wanted them for each drink. just for the set
btw: is there a cheat in blender to align/center things like rails/ roads?
i despair over that all day, but not want to redo those either..
you can center an object on an other object.
but you probably should make sure the origins are to geometry beforehand.
yeah, importing and random transform 'by eye' might have been the wrong start^^
thanks, that helped a lot
How do you normally handle bad water without a sluce using water beavers?
different ways actually:
- use lido / irrigation towers to irrigate disconnected parts
- use irrigation small tower to contamination proof ground
- use dams (early on: build&destroy..) to divert badwater
- use floodgates to divert badwater
other than that the usual stockpiling of things needed to outlast the badtide + some
if there's any risk of your beavers getting contaminated you want some prisons (no thirst/ hunger while in!) and especially the potions from alchemist distillery to cure them much much faster
either strategy usually involves some dynamiting - which got much easier with since tunnels are available
Thx for the tips!!
somehow my track ballast grew leaves.. 
Giant water farm is now fully online.
In other parts of the colony I am still trying to implement @radiant arch's suggestions for reducing cabbage shortages.
Vanilla got rid of the metal cost already ๐
Oh man this is awesome, I can't wait to use these when I get to my U7 playthrough
The new building designs and different bridges/stairs/pathing options are some of my favorite things about this mod
Okay, that looks better than I was imagining.
and full
The giant log corners look really cool. Sorta a pity that all the giant storge buildings don't have them now that I see it.
well i could but that would interfere a bit with the items inside.
maybe if i cut a the inner quarter of the giant log...๐ค
but that's really not a priority
No... just a cool thought.
We've got this giant fluid storage, the new rope stairs, and what else in queue for the next update?
(I thought there was more but I am not finding it.)
I normally do not make it far enough in a valid playthrough to unlock the wine cellar and pay attention to it, so I had no clue just how powerful it is.
- ยฝ units/hour - Kimchi (Fermentation Barrel or House)
- 16ยผ units/hour - Kimchi (Wine Cellar)
- 1ยผ units/hour - Chestnut Beer (Fermentation Barrel or House)
- 25 units/hour - Chestnut Beer (Wine Cellar)
- 1ยผ units/hour - Half Fermented Sake (Fermentation Barrel or House)
- 27ยฝ units/hour - Half Fermented Sake (Wine Cellar)
- 12ยฝ units/hour - Wine (Wine Cellar)
Sure, it is an expensive build with needing a BA in agronomy per building, but totally worth it!
Time to revamp my booze production.
it even very slightly saves on the ingredients
That's cool and all, but I have plenty of ingredients for the alcohols. But now I can replace massive blocks of fermenters.
18 barrels (with 1 worker each) = 9 kimchi an hour vs 16ยผ units from a single building with 3 workers. Just... wow!
I haven't shutdown my mushroom tents yet. /laughs
I'm really hit or miss on removing outdated or temporary buildings. My wort offender is blocks of 10-20 lumberjack flags just left behind and turns on even after they have clearcut an area.
Expensive stuff like the tree nursery gets demolished immediately after it has done what is needed so I can use its resources to build it somewhere else.
And sometimes I even forget about more expensive buildings like my deforestation block.
it's cool how you can feed them all still and have such big district and population
I'm doing real well on food now.
Plus a massive ingredients tower so it is easy to see when I am not producing enough of.
1.8k beaver population. Global happiness: 35 Happy district: 44
(I did listen to what you were telling me yesterday) ๐
Alas, badwater took out my secret underground pine forest before my beavers even got near it. So even though it is irrigated from below, I am putting in water towers to fight ground pollution when badwater inevitably hits again.
i made the bottom of the tank part slanted to bring water to the right place ๐
Very subtle. I might not have noticed if you hadn't told me.
i think for those buildings, the main difficulty is keeping them supplied ๐
It was meant as a compliment.
Especially the winery itself. I need a lot more grapes if I want to keep up.
isn't this mod lovely in that it pushes you to replace whatever optimisation just freed up?
uuh, i think that's about it ๐ค
minor changes to the bridges (science cost and build cost down by a lot)
zipline endpoints and those add-ons been low priority for now?
yeah, i want to push the water rebalance update first, but for that i would need to manage to integrate Luke's mods, or at least overwrite the default values
i also made the metal fixations 33% cheaper for now (2 scrap metal +0.33 coal = 3 metal fixation)
and i want to make tool a "consumable"
ie beavers will want to have their own
makes sense
Agreed
curious how this plays early game with all those changes
I'm not quite ready to start a new game, but I will soonish.
i might still manage this week if there's any need for testing
I wanna get big nuke up first.
Oh, if it needs testing I'll put this on hold and jump into a new one immediately.
to compensate the tools, each round of reciepe now makes 5 instead of 2
the handycrafter toys are also a bit faster and cheaper now
that's very kind
i also would want beaver to have shoes or gloves or something as a need, but i don't really have cloth or leather
@shell fiber by the by, I have not had a single zip-line related beaver incident this entire game, though I haven't made any balloon pylons.
wooden shoes work. as does bamboo shoes
as you already have the fibre making cloth from it isn't any trouble either
ooh, an other use for plant fibers ๐ค good idea !
yeah you can definitely make roman sandals with rope and pieces of wood !
yeah, but that would make me want to have several early game buildings require tarps etc, which is not practical
actually i've been itching to remove the normal roofs and replace them with some sort of decorative covered path
like a double platform with a roof on top, so you can either walk under it and have a covered power shaft, or the opposite
oh, the decorative roofs?
but maybe a tarp-based decoration
i love decorations!
Not to mention clogs, geta, tengu, sabots, and albarcas.
like small lanterns hanging from poles across the path or something
yeah, realistically you shouln't really want to place those thigns on your flat roofs, that's precious place for more buildings
or a cloth roof
oh, don't get me started on getas
those things are shit
i swear, some of japanese's cultural things are only "good" because they are japanese
i tried to rent a yukata + geta set a long time ago
Though that can be said of some things from most cultures.
well let's say that walking barefoot was FAR better
still love my futon^^
most things japanese are fine if you ask me, but getas ? torture devices. plain and simple
damn i really didn't do much in terms of work today ๐
I have just beavered around a lot. I have two abyssal mines running and a lot more farming.
Heh that's a lot of beavers, I guess I won't spam them as much ๐
If you fill it up completely (7,500 water)
They can all last for 117 days
Came across this on my facebook feed and immediately thought of this place ๐
In the end I made it 8000
Obviously bleach though ๐
That is two of the large tanks, so that is nice.
surely it will only need a processor for the automated pump and silicon to fix small holes
some ballast upgrade (auto-connecting) for the tracks ๐
only need a little scripting to make it add +10% speed or some
(just hate the part on the wide curves.. but dislike to add a 'special piece' too..)
would this count as acceptable, visually?
How are you doing that ? Adding something to the 3d models seems much easier
I noticed that once I crossed around 1.5K beavers that I started having more frequent crash-to-desktop events. Is this normal for the game or am I just doing something "special" somehow?
This one looks nicer, but the ballast cold be more "rounded" ๐ค
Computer running out of ram ?
Tbh I'm not super fond of the 45ยฐ angles
unlikely. 64 gigs.
But when I said rails could cost waste rocks, that was just an option, you don't have to force yourself to edit all the rails models to add rocks ๐
Hmm...๐ค
My CPU is old enough that at this size, even on 1x speed my unpaused FPS dropped to 2/1.
1x and paused. I am zoomed in and not focused on any beaver so it isn't active animations. Plus I have a decent video card. But my CPU is a good 10+ years old. I know it is a weak link in my rig.
These numbers were at 1.2k beavers: #1070709592176197642 message
@shell fiber
Also, to be clear, I am not blaming this mod. It was more of a general question since players of this mod would be more likely to have populations of this level.
Speaking of weird performance... suddenly, for reasons I do not yet know, my FPS jumped to 22/13.
Hrm... it is night... I'll watch it another day and see if that is a pattern. Maybe there was just a lot of processing queued?
My beavers finished clearcutting an area and I stopped metal gathering and my FPS increased to 5/2.
Ah ha! The difference -is- night and day. There is just too much going on, I guess. ๐
EDIT: As more big tasks finish I am now getting between 4/2 and 7/4 during the day.
@shell fiber doing a search for "alco" the "Hooman Underground Lab" is not matched. Looking at it unbuilt it shows alcohol production. However, once built, the recipe is for "rice fermentation and distillation". I am guessing this is why it doesn't show in a search?
EDIT: The same is true for searching for "explosives". Everything else shows in a tool search.
How large are your districts? I just wonder how much of that lag might be caused by pathfinding alone (but I have zero evidence it is the culprit). With larger networks there are more options for the algorithm to go through. Even if ziplines make everything closer, they might not make the system less complex 
I have 2 districts. One has 1k workers. The other has 454 workers. Out of a total population of 1.9k.
This mod doesn't have any of the simple in-path district crossings. Like what was used for the gates in this one. That is a bit of a pity in this particular case.
Unfortunately I got into mega-large districts before this mod and I haven't really retrained myself to think in normal districts when I am building out so I have numerous connection points that would need separated.
I've never been close to such numbers. Wow ๐ Well, it is an idea that might help a bit.
Global.
The two districts. ๐
Well, redistricting is not going to be easy. I cut off a largish chunk (or so I thought) and it only had 200 workers. /laughs.
Wow I have a lot of path redundancy. I have made it nearly impossible on myself to adequately chop this up.
Does anyone know if a beaver will cross districts for medical care?
I got split into 4 districts with the following employed:
- 190 workers
- 454 workers
- 675 workers (main industrial section)
- 235 workers
I am now getting from 7/5 to 10/6. So it was an improvement, but not a major one. Still, it was very much worth trying and I thank you for suggesting it.
@radiant arch I have questions about your "happiness" strategy for a new game. I tend to roughly break the game into the following stages:
- broken kart (ultra early)
- new district center (early)
- SCIENCE! (early-mid)
- Trading (mid)
- ENS (late)
- nuclear (end-game)
What do -you- do for happiness at each of these stages?
deluxe stew specific: I remember you saying you go for deluxe stew as soon as possible. Looking at the tech flowchart it looks like that can be done once one has enough science to unlock the factory and then the mechanical kitchen. Gotta also have the large farm for it to even be possible with all the stuff it needs, but it otherwise seems doable around then. Brambles look like the weak point since one wouldn't have domesticated brambles yet.
It eats 3 of each ingredient except mushrooms every 5 hours (or 0.6 items per hour) so:
- one dedicated florist can supply the brambles.
- Lilies can't be made by a florist at this stage since dirt isn't available yet. So one would need 48 plants (7x7 plot) to produce and average of 1 lily per hour, or 29 plants for the 0.6/hr minimum. That is calculated for -dedicated- lilies if you somehow disable the farming for nenuphars from getting those.
- Nenuphars are slower to grow so one needs 39 to 64 (8x8 plot) dedicated plants for nenuphars.
- NOTE: I would want water canons as soon as possible for the lilies and nenuphars unless running without badtide.
- That still leaves pumpkins, cabbage, chestnuts, peas, and mushrooms (at a rate of 1 hour).
Chestnuts look like a pain too. 24 days minimum to get a tree ready to grow nuts, which means 24 days minimum before one can make deluxe stew. At least they are immediately unlocked for planting so that can be started in the first couple of days of the kart phase.
You get 6 nuts every 8 days per tree. 32 trees should be able to do this, I think. 6x6 to be safe.
Realistically, how long does it usually take you to get to this?
I'm drilling deeper before I start since my normal strategy of "oversupply the hell out of it all" has led to me having nearly 2,000 beavers and still not having achieved abyssal nuclear. ๐
Gonna give it a try. I'll probably restart just as soon as @shell fiber has the next version out with the new tools requirements.
For comparison, here are new game FPS stats (12 beavers):
- 305/154 paused
- 300/38 1x
- 280/50 2x
- 210/21 3x
- 1/1 30x
@radiant arch Day one started with an overflow event and badwater washing over the kart and into the pumpkins below it. 4 of my beavers are immediately unwell. ๐
By night the badwater overflow had stopped and only remained on the pumpkin level.
5 beavers were unwell by the time it had evaporated.
@shell fiber Would you please give us back the horizontal and the 2 vertical power T-shafts from U6? I know the adaptive shafts fill their spots, but they are behind science. If my memory is correct the t-shafts were unlocked at the start. If my memory is wrong, then disregard this request; if I am gonna burn early science on power shafts it will be the adaptive ones. ๐
That reminds me of those old supermarkets PC "scams" where they sell overpriced PC with big specs, but the processor is actually not able to use half the ram or something, or the CPU speed is 3Ghz but other components max at 1.5Ghz๐
"In its day," this was a great CPU. It is just old and slow now. ๐
It and the MB handle quad-channel RAM which was relatively rare with what was available to me at the time this was built.
Here's an oldie I think I mentioned in another channel here. My first "real" PC had a 40 megabyte MFM hard drive. It came with MS-DOS 3.2, which could not deal with a partition larger than 32 MB, so the drive had to be logically split between C and D.
@radiant arch My first attempt to play your map was a total failure, but in a weird way. The regular stuff; dynamite, rope, etc., was there, but -ALL- the special materials from the starting cart are nowhere to be found. So I can't progress the game at all. No library, or primitive ironworks, or anything else post new district center.
There was one CTD early on, but I think it was before I broke the kart.
I started the game with 100% building refund rate and went into change difficulty mod and it still shows 100%. So strange.
I went into dev mode and generated a new kart. Everything was there in the rubble.
used the mergeable object model spec (like fences, hedges).
will try and add some roundiness next
need to check this again! do you know what overflowed? the aqueduct right above the starter position?
did you adjust freeflow settings?
for the wellbeing and deluxe stew, will sum it up later
classic issue ๐
not that i know of
don't remember but i had some ideas regarding that, there's an odd chance i might be able to duplicate and amputate the omni-shaft to remake the various T-intersections (honestly i liked it better)
i kind of feel bad when your discussions remind me of some balance changes that i had thought about then forgot, but i had plans to push the deluxe stew to the ENS rather than the Mech Kitchen.
i should also seriously consider making a clockwork chestnut farm ๐ค
or maybe a bot chestnut harvesting flag or somethign
the fact that it is not automatable seems sub-optimal
also, for some reason, i had a revelation yesterday
about the side platfomrs
some of the woes i had were because you generally don't want to let the basic overhang plaform be attached to something that visually wouldn't support it. for example a basic overhang on a megaplarform
because the lower part of the overhang would be pushing against... well nothing
so i realized the solution could simply be to make it all squewer-type.
but my testing also showed that overhangs could be placed directly on terrain walls, so i'll likely change things toward that.
grauschweif approach to well-being
-
broken cart era 12+; +15% speed, +40% working
+7 basic needs
+1 river bath / shower
+1 braised cabbage
+1 sunflower seeds
+1 berries
+2/3chestnut beer
+1 news board -
pre-science ~20; +15% speed, +60 / 80% working
+1/2 pentanque
+1/2 kimchi
+1/2 sake
(+1 lido) -
early science ~30; +30% speed, +100 / 120% working
+2/3 soda
+1 roof
(+2 lemonade)
+2 comic books
+1 public fountain
+3/4 pumpkin chips -
trading 40+; +40% / 50% speed, +160% working
+2 lotus tea
+6 small statues
+2 trading balloon
+2 observation platform
+2-5 deluxe stew
+1 toys -
ENS 60+; +60% speed, +240% working
other stews, drinks
trebutchet
exercise plaza
(frog statue)
big statues (low-priority) -
nuclear 90-120.. 80-95% speed, 300-320% working (145-210% age)
statue of dunking
foreign foods
whaterver else was missingthe wonder ๐
something like that
but paced. well-being is nice, but not the first i go after (from trading onward)
depending on map/ badtides takes me ~34-60 cycles to complete. but often do longer to play with things more or add the last boost to wellbeing just for fun
deluxe stew:
it actually only needs a few of them at first. just enough to cover medical needs.
i only try to cover everyone by mid-ENS stage, when i start scaling up my farming.
if i can't have enough lotus i go for early drill (i usually prefer them over medium mining coal). one florist is good enough.
but usually blowing some lido-hole for a couple of them (5x5 or 5x10) and a temporary crane for planting is plenty.
and yes, chestnuts are a much demanded resource and i start planting plenty early on
but pretty sure lapan will nerf that again.
as medical beds now use less resources it's less important to go for them early though
btw: beavers can outrun bots ๐
Sorry about the delay. I had to take a bit of a nap.
Anyway, I am mostly sure it was the aqueduct unless it came from even higher. Here are my ebb&flow settings and I have attached my modable weather export.
Go for it if ya want. I don't mind having to change up my strategies. I'm trying something new anyway.
that's defaults minus contaminations.. those work for me.
do you have free flow enabled on top? (i not tested the last changes without tbh)
yes. Free flow is always on for me since I found it. ๐
It looks liek it might overflow.
yet as the drain is stronger than the sources it usually not changes at all during monsoon
day 1 @ 04:26 in-game time.
yeah, i believe you on that
Looks like there are overflows in a couple of places right at start.
will need to come up with some solution to that ๐
I wouldn't worry about it really. It corrects quickly.
spoiling half your beavers is kinda mean, isn't it?
Well, that was when I didn't know it would happen. I've redirected them to other tasks. I think they only got sick because I had most of the work on the lower level so they kept being in it.
Is this decorative or functional?
hmm.. looks like some late-night changes might have needed some more review..
The first time I tried it, when it hit me so hard, that mini logging station in the upper left was running and I had a farmhouse under construction.
the spiling to that degree was unintended
decorative
It has already stopped, just before end of workday. The overflow only remains on that lower level.
This time I had one kit get sick. Everyone else seems okay.
lower level is supposed to stay 'safe' if you not mess with any flows..
where else would you farm early on?
will try and fix this today. might be just a missing block..
It was my choice for farming and chestnuts.
too bad you not used badtides ๐
they had my population killed on my first try
Your advice on the map download page said not to! /laughs
My complements on a totally inconspicuous whitepaw skill gate here.
It caught me and messed up my plans the first time. I was gonna have my district center at the top of it.
I settled for here instead. Going to do it again this game.
you want a fix for the spilling? (it still will spill a little at times, but should not by far reach the stairs)
Did you already do it? If not, no worries.
Nah. I'll keep going with this version. But maybe for other people you should.
set this one to -6 and added the one across (another -6)
it's odd. as if the base game changed some flow suddenly.
You must have used a sky water source for that new one? Anyway, map is edited.
Almost wish this could be pinned, even if it is going to change soon.
made two more changes: (and uploaded to mod.io)
on your image right from that source: one level below 3 blocks are missing (the backflow is causing much of the spill)
the water source inside the hidden cave (just next to the aqueduct) was oddly set to 3.33!! 1.5 was intended..
it's basically just 'go for what's available + cheap at that point'
These are the blocks you filled?
here?
sorry.. should have made screen shots ๐
that one, yes. the upper three of them. the lower was left out for badwater pumping
my mistake for late night changing that one..
i'll go and hide some now ๐
Verifying I have this correct by layer.
I am not sure what water source you are referencing in this part? the water source inside the hidden cave (just next to the aqueduct) was oddly set to 3.33!! 1.5 was intended..
this one. lvl40
Gotcha. Fixed.
You don't have them anymore, or they don't work with U7?
The deluxe stew no longer heals beavers ๐ค
that was the most fun feature 
Since I have only ever used it once for healing, I'm not as attached to that.
But that made the med beds pointless
true
it's not important anymore i guess. if those come later than the clinic
Yeah, if the ENS will be making it.
if deluxe stew not heals: could just use a scroll from the library too, like with clinics?
or just have the mecha kitchens unchanged otherwise?
I'm not sure what happened last time, but it is fine this time.
@radiant arch layers 1-4... ๐คฃ
I have decision paralysis when trying to decide early science unlocks. There is so much I want and only 100 points! ๐
isn't it always??
actually what to go for first?
i usually go for: medical bed (injury, sickness), small badwater pump, distillery, alchemist
oh, btw, if you go checker-board with the bamboo it is infinite resource for fibres (they grow back naturally
Nice! Like I do brambles
you go for big badwater pump early?
yep.
interesting
This map looks like it wants to change my mind.
it's fair either way
There is no good early access place for a stack of large pumps.
small pump isn't too efficient, yet much less contaminated beavers and doubled library output or around that
oh: it's mines. you are supposed to dig walls ๐
Yeah, I sorta hate the buckets. /laughs
But they fit the flavour of the early game.
so true
Well, yeah, but that is science unlocks to be able to do that. Early science sitll needs badwater for the brain shrooms.
@radiant arch You got me! I thought I had ruined my tunnel. The I realized ||that what I am seeing is the transparent floor there under the end of the drill.||
by design
@radiant arch You know... mines aren't very zipline friendly. ๐
not? i used only very little dynamite to connect them very nicely ๐
like right through the middle of those stairs, through the front gate, up the hillside, straight hole going across the length of the aqueduct
I've had to cut tunnels and sink pylons into holes, especially down near the garden area.
even had my only scavenger next to the flooded scrap metal cave
tbh: i incrementally used to set dynamites and check which collided with the zipline to get none-straight holes through walls
This one, right?
yep, isn't that one very kind to access and so much in it!
used it to water the berries left from there
I was feeling "creative" and put a spiral stair all the way to the very bottom in the 4x4 hole.
that's different from just blowing a channel towards the lake^^
or using a passthrough-lodge
good thing you not chose badtides!
they can stay for weeks down there!
Yeah, it looks like it can be pretty nasty down there.
well, i was kind enough to not have the monsoon push it upwards too much ๐
I'm currently enjoying a monsoon.
should i have made it worse? (it only really hits from 4th day on i believe)
It hasn't really done any damage. At least not yet.
oh, it likely wont do much bad
I may turn up my settings next time I run this map after the next update drops.
put in effort to not make it deadly
I learned that one can enter a medium mine from the bottom.
very creative use of the space!
Thank you. Oh, and I found your "scrap" tree! ๐
only considered putting those drills down next to the farms..
btw: where do you get the water from?
I had power up there since it was the badwater aqueduct. Of course I have run power all the way down to the lake, but I hadn't done that when I put in the drills.
??? To what water are you referring?
front lake can run dry pretty fast during droughts i thought
I hadn't noticed. It has a lot of water sources.
different without any contamination - very interesting
These almsot look like animal heads. Nice job.
did you use another district for that farm? (it should be like 200 away from the gate? without zipline)
could have gone for checkerboard cabbage ๐ค
I'm too lazy. I don't have the planter tool installed.
must look real good with diagonals of red, green and pumpkin... need to try this some time!
Yeah, that would look cool.
This was the most challenging zip line bit to place so far.
what kind of building is that 3x2x2 with the planked upper floor?
That I am using a lot of?
Crate Storage housing.
Only needs logs and is open at start.
The 70 metal hurts for those gas tanks. At least when one is relying on the Factory for metal beams
I'm not being as efficient as I had planned. My population is up to 312. Still, by ENS last game I think I had hit 1K.
can make them cheaper. i don't want them made out of scrapmetal because that would seem like a leaky mess, but i can bring the cost down to 50 MetalBlocks
you probably won't be building a lot anyway
Naw. The game needs to hurt. ๐
not sure it even matters if they cost more or less with how few you need. (it's fine to go without them too โ for most of the game โ even though slightly less convenient)
hmm... the sandal icon is not very readable
freshly summoned into existence ๐
i wanted to make the need give a bonus, but the game still (sadly) doesn't allow for that, only penalties for negative needs. which can actually give a boost, but that's complicated.
so i just gave -10% workspeed without tools, and -10% walk speed without sandals.
i asked chatGPT for ideas and maybe i could do a backpack (increase carry cap) or maybe some fluffy pillow.
but it i also add cloth or something like that i would also need a weaver etc, so i'll probably stay away from that.
either way, the idea is that those needs would be pretty much impossible to sustain through the miserable output of the florist, you'd need to actively grow and cut giant bamboo, and a proper ropemaker running
still, you can have negative penalty => positive boost (until dev's decide to not allow such a horror ๐คฃ )
yeah but that's sloppy, and the beaver AI would not consume these items.
it's a clunky but workable solution for faster swimming though ๐
and, for building path, also. Look what if Emberpelts are on wooden path ๐คฃ
how does this one work ? if the path has a size zero aura, that's easy, but that also affects beavers that are above and under i believe...
been pondering if there was the other way too: shorten distance over such paths?
that's what i wanted to explore for my track upgrades (as i hated the ranged effects and those are broken for choo choo anyway..)
The nav mesh setting script asks for a movement cost, but I'm not sure it's taken into account on normally walkable floors
yeah, wont help with sandals. those would need to apply buffs, if the need was filled positive
that one's actually fun to play with! thanks for pointing that out!
@shell fiber you'd want a patch dll / script to enable FavourableNeedSpec? (exactly like penalties, just positive)
made a short single script using only Harmony (could not inject otherwise) to enable the specs, function and the popup descriptions of the effects
not yet made the green !-mark show up -> that's double the code and i not really need it myself
Oh that's really cool !
Yeah sure if you're fine with me integrating this directly into the mod I would do that ๐
just realised it's missing a small line under the global bonus and fixing that one
will give you my script later today
Any chance you could also overwrite the swim speed and the water conversion rate like in Luke's mods ?๐
sure. just i'm super slow ๐
and 'stealing' timberborn code is one thing to adapt it, but luke's code i'd need to ask him i guess
Well I've been bashing my head at this for a while and have done zero progress so you're already doing much better than me ๐คฃ
oh, i'm happy to code some. much easier than the visuals tbh
so, what do you want of the swim speed and lukes code?
I already asked him and he said I could copy his code or whatever but just for the sake of politeness you probably should ask him directly ๐ค
the one that increases water-per-voxel output from pumps?
Yeah
and swim speed?
And the swim speed
Yeah I wanted to make beavers have +100% speed while his mod's default is +50%
so, same as walking?
oh, ah no, the base game makes beaver swim with -30% speed apparently, Luke's mod default setting overwrites this to +50%, but i wanted +100%
so they would go twice faster in water
but the most important by far is the water per voxel, since making dams to store water is not interesting at 5/voxel (default) i wanted to make it 10/voxel
will look into it. but might take a week (busy from monday on)
No prob, take your time ๐ซก
If you can pull this thorn from my side I'm happy even if it takes a while
here's the FavourableNeedSpec
to enable it:
either put text files into ./Scripts/NeedFavor of your Unity project
or put dll into ./Scripts of your timberborn mod
with that you can add favours to any Need (for any type of Bonus). it will be applied and shown when hovering need label or bonus modfier in character UI.
// some Need.Beaver.XXX.json
{
"NeedSpec" { .. },
"FavorableNeedSpec": {
"Favors": [
{
"Id": "WorkingSpeed",
"MultiplierDelta": 0.5
},
{
"Id": "GrowthSpeed",
"MultiplierDelta": 0.4
}
]
}
}
visuals: when need is fulfilled it shows at both points. when it's <= 0 it not shows. no further indicator (like the red ! with penalties).
so fun ๐
ah, thanks ! great !
"put that file here and it works" is the kind of modding i feel confident with ๐คฃ
i'll try to load it in now ๐
or when unity will stop choking on it ๐
that was a two-line basically. not even looked for luke's code. so here you are.
sets swimming penalty to -1.0 (=+100% speed) from original 0.3 (-30%).
hurray !
i hate unity with a passion ๐
you know by chance if it's only the 'WaterGoodToWaterAmountConverter' that needs patching to get more water from voxel too?
i didn't look in the guts of this one
but Luke has all his stuff public in his github
i suspect it's just changing a value
his mod also does a lot of things to pump pipe length etc
yeah, it looks like it only is that one number
but i only want to increase the amount of water in water
will quickly test if it breaks anything
thanks !
i actually need to take a shower, so i'll probably just test everything at once ๐
sure. enjoy your beaver time!
i'm back, and with a few new ideas through the magic of shower thoughts
i can also add pouches or backpacks or whatever (plant fibers/rope + metal fixations, made in the ropemaker maybe)
i can add perfume (lotus flower + strong alcohol in the alchemist)
i can add resin-scented pillows for sweet forest dreams (plant fiber + resin, but where ?)
ultimately the goal would be to have some goods that are actually valuable and that would reasonnably be sought after by other beavers factions, unlike just random fried rice or spicy soda
yeah, that's a good idea
right now the handicrafter is a bit too busy i think
code does not break anything. but realised i can't see how much water is in water ...
is sewer the right term ? it seems like the waste water sewers
no idea tbh..
seamstress i guess
my brain is no good switching from code to language haha
well code is sort of a language no ?
yeah, that's the trouble!
tailor works too. .hmm..
needleworker..
too many options ๐คฏ
so excited to test those changes and see how new items make beavers more unique and all
i think seamstress is probably the most accurate but i'm not sure how recognizable it is for the average person
tailor might be easier but i don't really plan to make clothes
Seamstress or tailor is better.... sewer had me thinking about waste removal
26m3 should be 125 ish
so yeah, that's probably correct
if you factor in evaporation
well, wasn't overflowing. so yeah
also: those upgraded pumps just suck it dry with a little wellbeing..
btw: favors work unrelated to wellbeing. so you can freely chose if item gives favor, wellbeing or both with the need.
can even give favor and penalty for same need i guess^^
not sure how rebalancing the wellbeing will play out. but likely giving them another huge boost earlier will boost production a lot and ease endgame. (technically allow fewer beavers too)
hmm that doesn't seem to work for me ๐ค
wait were your scripts meant to work with or without Luke's mod ?
work on their own