#Water Beaver Overhaul

1 messages · Page 50 of 1

stiff flint
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quartz and alchemists are shifting higher in priority to go along with that

still frigate
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sunflower fields:

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My thoughts on the drill discussion

@shell fiber This is just my opinion. Take what, if any, value from this you want.

They look cool. I will give them that. But I avoided them with the exception of dirt and rubble for my trebuchets. I know they are more efficient for iron and coal, but that was just a secondary so I could have a lot of dirt.

And I had to write those scripts for the automation mod to make them not need constant manual intervention.

I would love to see these things be made more appealing, primarily because, as I opened with, they look cool. However, the only thought towards that I have woudl be replace the iron drill with an omni-drill that lets one choose what to mine. This could exclude coal so that there is still use for the dedicated coal drill.

Depending on how I feel the dirt trade treats me will highly influence my decisions on drilling for dirt.

addendum: I do love the idea of being able to get dirt formt he medium mine as well. Maybe as a dedicated resource rather than a side-effect resource? If dedicated, it should probably have the side effect of rubble. 😛

iron wind
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Do mechanics still need to hand gnaw every gear? No advanced technology to ease their tired teeth? Or am I missing something?

still frigate
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Wait... gear or screw?

radiant arch
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either can be made by abyss

still frigate
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Doesn't matter. Both are in the same place.

radiant arch
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all of them are super fast to make once you get that unlocked

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just might want the advanced sawmill to be able to keep up with the input

woeful sun
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Or do you mean in-game?

radiant arch
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timbertrees is great to look things up easier on the building or resource level

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what it is not is giving a visual rundown of tech-tree
like what needs to get unlocked to open the next layer of buildings - in an interactive graph

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that would be a cool addition to whitepaws imho

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in here there's so many moments when someone (me included) not noticed you could trade for a resource or missed out on some feature

woeful sun
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Timbertees has an SVG output too

radiant arch
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a more intuitive guide might help find those easier

woeful sun
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It's a bit of a mess though

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Because it shows all required inputs for a building and it's recipes

radiant arch
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it's nice in theory, but yeah. being purely textual and too high-level is hard to get into it

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swapping in the icons might help somewhat? (there's no easy prefab previews, is there?)

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and filters.. like clicking on a certain resource ..

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your timbertrees is likely the easier reference to use than trying to parse the assets and jsons

woeful sun
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You can filter resources in the html view by clicking on them

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But the SVG is not interactive

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(and the button on the top right toggles a filter between produced and consumed)

still frigate
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Sometimes it takes a monsoon to expose a design flaw...

radiant arch
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the platforms up there?

still frigate
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the ones near the billboard (upper center-ish)... that are letting badwater into my quad. 😿

radiant arch
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was that intended as reservoir?

still frigate
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No... a shield against badwater so I can harvest the metal. I just built it during a "Refreshing" season so all the water in it was good water and my beavers wouldn't get sick.

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I took some crop damage in the main canyon farms (starting area) but that was PEBKAC error since I didn't open one of the floodgates far enough soon enough.

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Lost some sunflowers, cabbages, and all the peas.

EDIT: that just reminds me that I need to add a high elevation pea farm.

radiant arch
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yeah.. floodgates.. i kinda regret using latency and pressure on my maps so much..

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securing peas is perfectly crucial, yes!

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those little greenies are soooo fickle all the time..

still frigate
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I'll terraform this into more peas and pumpkins.

radiant arch
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only ever have mine either next to perfectly (perfectly 100%) pure water from lido or fully contamination proofed with tower

still frigate
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That would be a good place for drills wouldn't it?

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Almost like it was designed for them! 😛

radiant arch
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stopped to understand where i put what or how much farming there actually happens. only know 6 farmers are super busy even with 8 large farmhouse support can barely keep up
(ziplines are magic!)

iron wind
stiff flint
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It turns out "forever" was closer to 4 hours.... EMS and my drills are running

iron wind
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Oh, so Redsurges do get more potent as the time progresses? This used to work just fine. Time to rethink my strategy then, but there is not much space on the cliffside. Ouch.

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Oh, and now the hill I wanted to grow seqoias on is too high for them to be planted? Srsly? Dam! Guess it will be my new vineyard instead...

still frigate
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You -can- use Luke's map resize mod to give you more height.

radiant arch
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DRILL MATH

to fully supply a single foundry you'd need: (at well-being 45+)

(1) with 4-5 pairs of drills

  • 15+ extra beavers (factory, farmer, oil press, ..)
  • 20+ workers just for the drills / output (factory, farmer, claypit, haulers, fermenters, oil press, ..)
    (more if there was distance / ineffcient storage situation)
  • 120-150 sunflower plants (for 50-70 oil)
  • 350-450 lotus plants

(2) with 4-5 pairs of medium mines

  • 80-100 workers (requiring 400-500 tiles to feed) 60-80 (or 300-400 fields) -> medium mines are more efficient, as no scrap metal is converted to drills
  • 4-5 tools

=> learnings:

  • drills might take more space to provide for than medium mines
  • either is super greedy
  • science is <30 points per day per pair of drills
  • it's purely a playstyle choice if you not overly depend on dirt
radiant arch
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having two pairs of drills utilised would give 'free' 1.2k points per cycle on normal difficulty? -> might be surprisingly efficient 🤔

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that's my usual go-to for making scrap metal

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plus one for coal to make metal blocks

still frigate
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I don't often get to the point of needing to make scrap metal until very late game.

radiant arch
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yeah. many maps not require any

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if you not need them for scrap metal there's likely little need to provide the drill chain just for a little coal

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yet considering it gives a couple k science points for free and you'd get an extra 2-3 gold bars in time for the abyss reactor that might be a big point to try and use them

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even if performance is rather meh being about the same as a medium mine

radiant arch
radiant arch
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hmm.. abyss mine takes up to 20 days to produce one gold bar..
with drills it takes 32 per pair.. (and gives 1k science points per gold bar this way)..

stiff flint
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i favor the drills mostly because i'm hungry for dirt to use on projects

still frigate
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I like to terraform. In most games that means filling in holes with dirt blocks. With WhitePaws, that means a lot of dynamite and rarely getting to fill holes.

stiff flint
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getting the dirt ends up being fairly easy.... moving all of the dirt to the building site takes a lot of trips/wime

still frigate
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Speaking of dynamite, I dug myself a hope so I can experement with the new Grand Dams.

(I always thought Grand Dam was a rank of nobility? Or am I thinking of the BDSM subculture?) /laughs

radiant arch
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i'll stay with drills early if can for the free science and statues (+20 to +30 well-being)

still frigate
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Um... status... why do I never rembmer that?

radiant arch
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but a little meh with how little difference it makes to medium mines and saving space on maps (not expected drills to eat that much farmland..)

radiant arch
still frigate
radiant arch
stiff flint
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that helps a lot, but it's still a lot of transfer actions to blace 1 full dirt block

still frigate
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The monsoon strikes back!!! My off-map gates are wide open and it is overflowing here! But my building wall holds... for now...

radiant arch
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totally is, yeah

still frigate
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Have you ever noticed that "dead" brambles still try to reproduce, but their offspring is dead also? I love that tenacity even if unintentional! (Or I am mental and just didn't see pre-existing ones...)

iron wind
still frigate
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At least by this stage in the game they aren't impossibly expensive.

stiff flint
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I've decided it's always Leg Day

woeful sun
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blegh, Missing script f9254d71bfbecbecdc167df4e272730a (for GrandDam, LeakyTub, WonderIrrigationTower, MechanizedWaterpump, DrinkingSpot)

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almost certainly from TimberCommons?

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but I'm struggling to get AssetRipper to generate meta files for it's scripts,

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although I see it used on the drills too to (I assume) put the tarp over when they're out of drill bits,

still frigate
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I just discovered something about the large farmhouses that had somehow escaped me. If you put them close enough they SHARE (some of) their range!!!
EDIT: I was mistaken. It was the zip line increasing the range.

All those crops being planted are being tended by the large farmhouse on the right since the one on the left is still being built.

🤯 🤯 🤯

wary panther
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Do you have the visible layers turned down, hiding a zipline tower on the top of the right hand one?

still frigate
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Yes

wary panther
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(since you have that weird dead-end pylon that looks placed to connect the large farmhouse)

still frigate
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But the left one isn't on a zipline.

wary panther
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no, but there's a station right across the street

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the workers from the right hand farmhouse are ziplining to there, which greatly extends how far they can travel

still frigate
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Yes, but it only extended the range -after- I placed down the second large farmhouse.

wary panther
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it should have extended the range right away

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(or at least, once construction was finished)

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under-construction ziplines show up in the boundary of an under-construction farmhouse (or other building with range)

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but only finished ziplines show up in the range of a finished building

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which does make it harder to plan expansions...

still frigate
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Hrm... let me rephrase that... I only -noticed- the range extend when I placed the second one to build. I just demolished it and proved you are correct and I am mistaken.

still frigate
wary panther
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Np. I was also very intrigued if it had been true

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since it would save me lots of wrestling with ziplines whose door and bullwheel face the wrong way

still frigate
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They face that way so they are compatible with the expansions. Just like the forester and water tower.

wary panther
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Well,the direction they face makes them mostly incompatible with the expansions (puts the wheel inside the expansion, thus obstructed from most angles)

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thus very hard to find placements that thread the needle and can still connect

still frigate
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In this case, I didn't have to move any of the lines.

wary panther
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Oh, I get it. I just seem to have my whole town laid out left-handed 😛

still frigate
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/laughs

wary panther
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it doesn't help that what I'm trying to connect is to be sequoias and bamboo. Which is, as promised, "unbelievably tall"

still frigate
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Not as tall as that bamboo though.

still frigate
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It is really a pain to move a giant sequoia forest. That 50 day growth timer is a killer. /laughs

woeful sun
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@shell fiber The translations need to be updated for some of the power shafts

woeful sun
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I finally got around to adding Whitepaws U7 to timbertrees, example

still frigate
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Link to emberpelts

woeful sun
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thanks, fixed

cloud flax
cloud flax
woeful sun
cloud flax
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I only found jsons for the recipes... Didn't find for buildings...

woeful sun
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Here's an example of the json cache file it creates and then uses to make the output files

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Basically it's a Python script that parses all the unity prefab yaml files and blueprints, etc and dumps them into a cache file,

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it then uses that data to generate the html, txt, and dot files

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It actually caches as a Python pickle, but I make it emit the json too so that it's easy to read

cloud flax
woeful sun
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sure, I'm heading to sleep now, but feel free to leave a msg

cloud flax
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Good Night!

radiant arch
still frigate
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I'm still working on getting all of my buildings constantly supplied with materials. But my beavers are thriving with plenty of food and water.

Though my damned grand dams have flooded because of the monsoon that just hit me.

radiant arch
radiant arch
still frigate
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No, they stop funcitoning. 😠

cloud flax
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Oh the abyss methane production is pretty low. Even with 3 of them running, I am not able to keep up with the demand for methane 😵‍💫

radiant arch
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yeah, feels like a mockery to use that for methane

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i meant the actual output, not using them itself^^

cloud flax
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They are good for hydrogen

radiant arch
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i want to rely on them too, to lessen the farmland use before clockworks too

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actually i never made hydrogen the other way.. is it worth it?

cloud flax
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You dont really need hydrogen early on. By the time you reach airships, you most likely have unlocked the abyss exploration

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Maybe on low quantity for processors?

radiant arch
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that's interesting.. unlocking bots before abyss 🤔

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i always forget about bots till much too late..

cloud flax
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Don't think that's possible. You need some ruin stuff for phd in robotics

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I always get robotics as early as possible to reduce my hauler pop

radiant arch
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makes sense, yeah

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as i play small maps it's often rather difficult to keep up the production lines for them early

cloud flax
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I can't imagine Playing WB on small maps... Maybe should try that for a challenge... But I am worried i might punch the screen 🫣

radiant arch
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oh, i almost did a couple of times haha

cloud flax
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Just the amount of area needed for cultivation is soooo high

radiant arch
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it's twice as big as diorama (which is possible too^^) but has more excitement around bad decicions 🙂

cloud flax
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Naaah I will stay with atleast medium sized maps, or maybe try one of the winners of the map contests. The maps look super cool!!

radiant arch
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oh and sufficient water (diorama has almost too little water for water beavers)

radiant arch
cloud flax
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I would probably try you map on vanilla factions though. Zipline of folktails would be nice going up and down on your map

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Btw, how do I access the sprites to get the logo images?

radiant arch
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assetripper i guess. to extract them from the mod

cloud flax
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Will look into it later. I'll first play with the json that normanr has sent

shell fiber
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how is paper mill useless ? that's the only good way to make paper no ?

cloud flax
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Primitive paper mill*

shell fiber
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oh, good point

still frigate
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Yikes! I need to widen the drainage canal for monsoons.

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I had even started, ya know, to use it for waterwheels, then I got distracted and never went back.

shell fiber
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good point 😉

shell fiber
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which part of the ENS is dragging on ?

radiant arch
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deep water pump upgrades not allow skewers over them. would be nice if they could?

still frigate
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I -think- they were trying to get it with only one library so the making of the library books?

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My ENS woes are my own damned fault. I wasn't making the tea the architect half needed for the blueprint.

cloud flax
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But I think that's worth the drag... Lots of early and mid game alternative pre ENS so ens can be allowed to be a bit more of a drag

radiant arch
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just looked it up: seems an abyss gas extractor goes for 300-400 units per day if manned by a beaver. that's fine for balloons + drills for example.
with a fully utilised foundry you'd want another 500-1200 daily though, depending on recipe.

shell fiber
cloud flax
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All hail lapan the great!

shell fiber
# cloud flax Primitive paper mill*

oh, that's intended. at first i wanted basically every building to have some degree of usage even late game, but... eeeh, that is a complicated thing to actually achieve. having some buildings be strict upgrades, making other irrelevant, seem fine to me 🤔

shell fiber
radiant arch
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too bad^^

cloud flax
shell fiber
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but i would be a shame to cover such a nice roof 😅

shell fiber
# cloud flax Yeah. That's why I liked the distinction between the cooking and mech cooking ho...

i'll try to see what i can do for that, i wanted a cooking place that is entirely automated, but then i felt it would need to be capable of doing all reciepes to not be pointless.

deep down i know the answer is simply to design an entirely new model and revert the two kitchens to what they used to be, but i haven't gathered the willpower to do that yet. i have a rough idea of what i would want it to be though.

radiant arch
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if that halved within three days that's a shortage, isn't it? 250 beavers..

shell fiber
still frigate
cloud flax
cloud flax
radiant arch
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you can technically get ice blocks (5-to-1) for them

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but what to do with 3.33 ice blocks per day

cloud flax
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Aaaah. I just rushed my tree nursery, planted tons of bamboo and actually used the inhouse ice cubes!!

cloud flax
still frigate
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Yeah, that is what I am doing now. Making my own ice.

cloud flax
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What an irony though... Aweful stew ended up help making the most delicious drink

still frigate
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There! I will stop my grand dams from flooding!

cloud flax
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Is the water overflowing over the dams??

still frigate
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Yeah, because the monsoon was more than my overflow system could handle.

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I had what I -thought- was an adequate overflow.

cloud flax
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Hmmm I should probably get the ebb and flow and the moddable weather mod for my next run.... It seems just a lot more chaotic lol. But not my current map... I am barely able to keep up with the plain water physics

cloud flax
still frigate
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Right now it is keeping up but when ebb& flow makes the monsoon super strong, then it can't handle it.

cloud flax
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Oh I figured you can also use dams as slucies if you build dams underground and tie them with a stream gauge

still frigate
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Water goes over the drop and immediately drowns the dam.

cloud flax
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Yeah it's a bit too sensitive... You can btw like tunnel a bit under the dam entrance so as to capture the overflowing water fast

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And it doesn't stay flooded for too long

still frigate
cloud flax
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Let the pump work on overdrive. All the best hahaha

still frigate
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I'm considering blasting a hole for a second pump.

radiant arch
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actually isn't that kinda a fatal flaw? those three absorb up to 2.25 source strength. and they fully stop if a drop spills over! that's a pretty big flood coming down isn't it?

still frigate
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And then my main farming valley decides to flood! /laughs

I really DO love the chaos of these two mods together.

still frigate
radiant arch
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well, maybe, having a bypass (floodgate or two) would be sensible in real world big dams too

still frigate
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They have them. generally called a spillway.

shell fiber
radiant arch
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polar beavers are very generous!

still frigate
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This is my first time playing with the grand dams and I had to go into dev mode to figure out where to connect power. Then back to my real game to build them.

radiant arch
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that's 75 parfait per day? that's a lot, isn't it!

shell fiber
radiant arch
still frigate
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Yep. But once found it makes perfect sense.

shell fiber
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i told you, they connect in the most convenient way

still frigate
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LMAO

radiant arch
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might be the culmination of architects versus mechanics

shell fiber
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so regarding the medium mine vs mech drills issue, one easy answer now that they are a bit further away tech wise, it to make the drill bits more durable (6->8 loops for the iron one, 6->9 for the coal one)

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but the issue in the end is that you use the drills to get dirt right ?

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not really for the metal output ?

cloud flax
radiant arch
shell fiber
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although... more generally speaking, should we really need to be making ice blocks ourselves ? 🤔

radiant arch
still frigate
radiant arch
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but the issue is how late they come and to build up the drill supply chain (not really the amout of drills. a factory can provide for a couple of them)

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and the need for sunflower oil i guess

cloud flax
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are they used for some medication severe burns? And I don't mind them being just as fast. Would actually make sense for polar beavers to give them

radiant arch
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i would throw ice blocks at idiots dropping awful stew on me too

cloud flax
still frigate
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I was just trying to cleanup some metal in my way in Lemon Canyon and I filled 1 and 2/3 towers with scap.

shell fiber
cloud flax
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And surprisingly I didnt use lot of scrap, was using mostly from foundry... Tbh, more often i personally didn't use the medium mine for coal much... And moved to drills as soon as I got them unlocked. But now that they are locked behind ens, I see more use of medium mines for myself atleast in mid to late mid game

shell fiber
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so, long story short, no reasonnable person would choose medium mine over mech drills ?

still frigate
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I never get around to bots in Water Beavers. I think the only time I had them was in dev mode testing before the U7 version was even released.

cloud flax
shell fiber
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okay

cloud flax
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Especially if you are increasing the methane prod from the abyss

still frigate
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Remember, if there is a wrong (aka alternate) way to do something, I probably default to it just by my nature. /laughs

shell fiber
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so i can leave the drill bit consumption as they were i guess ? one factory working full-time on it should be able to provide for plenty of drills provided it's supplied, correct ?

still frigate
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The times I have used them, I have never had a shortage of bits.

cloud flax
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Am not sure if 1 factory is able to keep up with 5 drills working 24hrs. Haven't done the maths. But grau did?

radiant arch
cloud flax
radiant arch
shell fiber
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one drill bit last 36h at full usage

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one factory make one drill bit in 10h

cloud flax
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I guess then that's okay!

radiant arch
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yeah, so 12+ drills should be doable with a factory

shell fiber
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hmm... with hauler supply and wb benefits i can see a factory make 2 drillbits per day roughtly

radiant arch
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workers go at 3x workspeed around 45 well-being. goes up to 4x slowly later

still frigate
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I have two medium mines. One is getting me quartz. The other is salt.
I have two small mines. One is getting me saltpeter, the other is salt.
I have not built any large mines -this- run so far.

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But... I don't have an ENS yet either.

shell fiber
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hmm... oh well, if it works fine then i't all good. drills never run full time anyway

cloud flax
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There are large mines????

shell fiber
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no 😅

still frigate
still frigate
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(my brain)

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I actually think of drills as large mines.

radiant arch
shell fiber
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making drill bits give you science now btw 😉

radiant arch
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no more need for ENS science soon 🙂

cloud flax
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So more science benefits for using drills! Yayy

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I think we need someway to dump science too late game but that's not something really to feet about i guess

still frigate
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ENS architectural is teasing me. Punishing me for forgetting about making tea.

cloud flax
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Just gonna go ahead with my mil science points some day

still frigate
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I'am at 953 beavers and during the day my fps for 3x drops from 50/25 to 1/1.

cloud flax
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1frame-> everything nice and good
Frame 2-> everything flooded
Frame 3-> everything dead
Frame 4 -> everyone dead

☠️

still frigate
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2x is all over the place but generally around 15/10 with this many beavers. (On my old CPU)

cloud flax
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Will need too many patiques and Exercise plaza to keep them fulfilled lol

still frigate
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I haven't made any exercise plazas yet...

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I do have 1 petanque court!

radiant arch
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... plazas give +3 for very little building cost

still frigate
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That woudl take my average to 30

cloud flax
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Okay... I got a very dumb idea...

Since for waterbeaver colonies, it's very easy to have like 500+ pop colonies, it can probably justify to have an end game fun building like stadium...
Huge ass building for training beavers to play water polo! Uses science points to train dumb beavers jocks to play water polo

still frigate
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Last time I played water polo irl, it was the late 1980s and I was in high school. /laughs

cloud flax
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Capacity of like 100-250?

cloud flax
still frigate
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It plays sorta like water soccer, except all with your hands. You can't palm the ball so to pass it you shove it under the surface, let it pup up, then hit it.

cloud flax
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That would be super hard to animate lol

still frigate
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Abstract it. /laughs

cloud flax
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Eh lapan is already stuffed with other projects. It was just a dumb idea XD.

still frigate
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I thought you were volunteering! j/k

radiant arch
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a colosseum with naval battles and crowd cheering?

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there's pretty animations for explosives and fireworks and cheering already

still frigate
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grand dams are still flooded. I guess no water touching the front door.

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I also added a 3rd canon to help drain faster.

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And now they are back online! Zero water tolerance.

cloud flax
still frigate
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@shell fiber I may be misremembering, but I thought you said you were going to put zip line access back on the tree nursery?

cloud flax
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He did that for large farmhouse only

still frigate
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Ah.

shell fiber
still frigate
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Ah. Okay.

radiant arch
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placing the balloon traders right under the entertainment was a good choice - such a nice coverage 🙂

radiant arch
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while you can put traders as compact as this.. sadly the balloons collide.. SadFT

still frigate
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needs 2 space gap

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I have tried that too

radiant arch
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2 even? not just a single cross-road to have 4 together?

still frigate
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each balloon is 4x4.

radiant arch
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wasn't aware i wanted at least 4 balloons now when i made the map..
1 for dirt
1 for seeds / explorations
1 for larvae
1 for frozen meats

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does it need anything else now?

still frigate
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I think that is minimum, though you could do it in 3 if you don't need a lot of seeds.

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Larvae are consumable, seeds are not.

radiant arch
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difficult question, as drills come in late.. i kinda want that backup to get to airships more quickly too

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likely will have to do with 2 for now and postpone airships some more

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and rush for drills

still frigate
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I haven't done larvae, but I have had seeds for some time.

I have the bases built for a lot of balloons... 2 are still unused. I know you don't have that luxury.

radiant arch
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i usually do it like that too

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6 is a good number of them

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always want double on the glowing fluid line

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what's odd is not having them close to attractions / food

still frigate
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I build 2 bugs side by side.

radiant arch
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that passive bonus they give is huge

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hmm. ziplines works for that too, doesn't it?

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like guiding them along a route of balloons, statues and shiny roofs? or do they pass too fast for it to add up?

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always wondered about that tbh

still frigate
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No clue. /laughs

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Finally got my final blueprint. Duplicating then I can start building my first ENS.

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That may have to wait. I'm hurting too bad for my desktop so I'm gonna go lay down and stream to my laptop until I fall asleep. 😛

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And indulge in a scotch & diet coke, with soda crackers and cheese. 😛

#

Speaking of... did Lapan ever say why water beavers don't have cattails-->flower-->crackers?

#

perhaps because of this:
The genus Typha, commonly known as cattail or bulrush, is not a traditional component of French cuisine. While it was historically used for survival in some parts of Europe and by indigenous peoples in North America, its usage did not become institutionalized within classic French gastronomy.

radiant arch
#

the occupation for the balloon trader poles is weird:
the voxel they touch ground can be anything, but a full block of dirt. literally: can grow on, build on, do whatever. just not dirt blocks.

this is usually no issue, just technically you can perfectly put them like this:

#

as long as you dig out the exact tile the pole hits ground

#

further: you can place the dirt back after (not sure it survives save&load)

stiff flint
# shell fiber which part of the ENS is dragging on ?

Mostly it was a mental block, I always have resistance to the moment I need to start using the library to create the books for the compressed set. Maybe because it's a 2 step process unlike the anvil and alchemist set that are a single construction step.... and also maybe because a library should be collecting books made elsewhere instead of publishing new ones?

radiant arch
#

but you can't place them again, if any of the pole-anchors is dirt

#

would it be hard to allow for this edge case? anchoring the poles into the ground?
was this even intended to work?

radiant arch
#

greedy occupation above distillery too - would they really mind smelling some of the steams?

#

well, tbh, neither is any important 🙂

shell fiber
shell fiber
shell fiber
#

and it could also just be a single item, but then how much would it cost ? just 200 paper for an entire library feels ridiculously little, and more means you'd have the library immobilized for god knows how long while they produce a thousand paper

radiant arch
#

tbh: the job description of librarian does include making catalogues of books. they can get really obsessed with it

shell fiber
#

so i felt it was easier to produce a bunch of books, then compact in a single item

#

and it has to be a single item because single items are always refunded

#

also, the idea of pressing books together to make them compact is funny 😊

radiant arch
#

always liked that a lot about your libraries!

stiff flint
#

comic books should be compressed into Omnibus editions for trading 🙂

shell fiber
#

i don't think i have the reference

#

😅

stiff flint
#

they might be an American thing

radiant arch
#

oh, they are pretty standard in japan too

stiff flint
#

they take about 2 years of a comic series and reprint it all in one omnibus edition.... i work in a comicbook store

radiant arch
#

curiously i can't remember much about french comics being combined into one.. i only know them from either magazines or single volumes ThinkingFT
are french incredible rich people?

abstract vector
radiant arch
#

when season changes to drought - do other maps also flush dams down to 0.1m instead of the intended 0.65 ? seems to be related to free flow mod

#

mine may have had a little pressure on it, but i'm wondering if there was more to it happening and others seen that too?

shell fiber
#

can only think of the giant Mc Scrooge and some Tintin compilation ever been printed. the latter was pretty bad because printed on what can only be called cigarette paper, pages were almost transparent

#

unfortunately the french private sector is full of dipshits incapable of making good products

radiant arch
#

that sucks..

#

there's so much good french comic culture

shell fiber
#

i used to like them when i was a kid, but honestly they are very expensive and the publication rythm is exceedingly low, like probably 1 issue a year. manga taking over is really not surprising

radiant arch
#

can't but agree to that

radiant arch
#

just realised there's only little space need for pumpkins. 60 is technically enough to feed 300 beavers with crisps and deluxe stew.
what to do with the extra 120 i got.. 🙃

abstract vector
#

Trade them

radiant arch
#

for metal fasteners?? not close to any lack of those tbh

#

hmm.. if i had infinite balloons could trade for logs, planks and ananas this way..

#

that's cool somehow

still frigate
#

I just woke back up and my brain is playing more tricks than normal. Did bugs ALWAYS cost metal beams???

radiant arch
#

a sweet way to encourage you to up the production as costs for metal will go insane soon 🙃

#

makes it super rewarding to finally unlock airships too

still frigate
#

Just... my memory I guess.

radiant arch
#

got me a few times too till i started to accept it

still frigate
#

So is it a change?

#

Regardless, I have plenty of beams and I just queued up another factory to make more.

polar wind
#

I got no trees with the red beaver faction, so something was broken or missing

radiant arch
#

messed up my map.. needed to half the source strength and double a drain for it to still work past mid-game when without free flow mod.. SadFT

#

i kinda not like how weirdly water flows and blocks with vanilla settings.. like there's no safe using anything past strength 3 at all it seems..

radiant arch
#

that balloon made me smile - it's so fun how random animations can be so scenic with this mod

woeful sun
still frigate
#

I finally got around to making the new large bad water pump. I love it. And the much higher science requirement keeps me from skipping the medium one.

abstract vector
shell fiber
#

i'm not so fond of the marvel / DC stuff, isn't it a bit tiring how it's kind of all the same thing reheated and reheated again ? like how many spider-man / batman series is there at this point ? i don't know, maybe that's my hipster side talking

midnight escarp
#

Probably a dozen of each in various formats ..

sullen cape
#

Because enough people pay for it I guess

shell fiber
#

i'm about to upload a test version of the power shaft expansion mod (gridges and tunnels), is there people would would be kind enought to crashtest it ?😅

radiant arch
#

if you like i can in a bit

radiant arch
#

mod.io said it's been updated, but not lists any new version. when you are ready, where do i find it for testing?

stiff flint
radiant arch
#

@still frigate towards the end library really gets slow. took me 25 days to research the 2k needed for ENS at basically full capacity.

#

made the want to switch to something faster more urgent imho. but felt like i wanted to skip ahead a cycle or two.

#

(still did get to ENS by 27th cycle alright on a limited map though. doing most of pre-ENS stuff on top)

radiant arch
#

was it intended that the ENS can't go on top of skewers btw? platforms work. skewer not works (not sure if only the single or the corner or both)

#

as it's such a super big building it's sometimes nice to extend a corner to fit it without a whole tower of platforms to do the same

radiant arch
#

regarding sequoias i always thought they were more space-efficient than everblossoms somehow. given the costs to unlock them and huge throughput of the big sawmill.

turns out that wasn't true: there's 0.23 logs per tile for everblossom, while it's 0.18 (crude blade) or 0.19 (steel blade) for sequoias only -> it evens out when adding the sawdust, but only if needing that much.

worse for planks: 0.46 daily per tile of everblossom versus 0.27 / 0.33 for sequoia. and far too much sawdust (0.8/tile&day).

so while the advanced sawmill puts out 3x as many planks per hour, tree-wise it's 40% more space per plank or 20% more per log.

it does slightly save on a few homes though.

#

maybe having some means to convert sawdust into methane might be nice here? would that mess with the tech tree (like if it was introduced post-ens)?

#

usually i need to burn the sawdust and that burner is real busy

shell fiber
radiant arch
#

is it intended that the v6 assestbundle is unpacked in the power shaft mod? (can't test that)

#

looks more like a raw unity export for that

#

0.7 looks like expected

shell fiber
#

i just deleted and replaced the folder with the correct U6 version

radiant arch
#

is it fine i continue testing on the now old U7?

#

so far it breaks the map reader (weird message about lemonadestand.wp already present)

#

can place all shafts and they run energy through for whitepaws (U7)

#

conflict with map-reader on folktails (minimal mods) too: GeneratedObjectSpecAlreadyExistsException: The given spec path was already generated "blueprints/tools/tool.lemonadestandft"

#

works with folktails too

#

what i noticed other than that: there's no visual indication on the tunnels (no rotation)

#

also they are not highlighted as part of the network like bridges are

#

only the one clicked is, but here all were connected

shell fiber
shell fiber
shell fiber
radiant arch
radiant arch
plain kite
#

i guess this is unintentional ?

radiant arch
#

sadly there's currently no other option.. it's a regular water source in U7 🙁

plain kite
#

got it , so it's not just a bug. I will work 'around it'. Thx

wary panther
#

neat, even whitepaws get fancy power bridges and tunnels now

#

that's timely and very useful 🙂

#

Looks like mod.io only? Or just testing before you upload to steam

sullen cape
shell fiber
#

i needed to ask @kind spire but i forgot 😅

wary panther
#

I downloaded from mod.io, not a big deal

#

just wasn't sure if you hadn't tried, it was caught in moderation, or what

radiant arch
#

two issues with the giant pillars:

  • my game freezes when i hover the delete tool over them (at least in dev-mode) -> does this happen for others too?
  • you can keyboard remove them without affecting ones above or below
#

yeah: happens reliably when there's at least one pillar on top of the ground pillar

#

game freezes unplayable when destroy-tool hovers the pillar 🙂

#

(can regularly select them otherwise and remove them using keyboard still, just not with the tool)

woeful sun
radiant arch
#

@shell fiber in case you might be interested:
the attached script disables all seasonal or other changes (including dev-mode, mods) to any water source with the new spec -> it will always only use the initial value
can be used for abyss fountain for example or aquifer
(like with the images: drought and bad tide not have any impact here - finally)

to use it in unity it should work adding it to your mods Assets/Plugins/ path. Unity will detect it and allow you to add the Whitepaws.WaterSourcePatch "Immutable Water Source Spec"

script needs to be placed in exported mods scripts/ path too of course.

kind spire
still frigate
#

@shell fiber okay, now that I am once again in late-ish game (ENS are online but don't have the high temperature forge or nuclear yet), I -am- using the drills for coal (not just dirt & rubble). I forgot how much they helped.

shell fiber
#

good to know 🙂
so my current balancing is fine

cloud flax
still frigate
cloud flax
#

I didn't use lot of harvested scrap and with the current stage am in... Actually I don't know what to do with the amount of scrap and metal block. Am just making phd in robotics and use up the robolimbs which take metal block

radiant arch
#

initially trading and building and bots after for me too.

well, it's mostly for building and bots really. tools and metal fasteners aren't much used elsewhere.
that said: hydroponics take a lot of metal to make! and abyss reactor some too and the wonder. easy to keep that foundry super busy for a long time

shell fiber
shell fiber
#

damn, this one is hard

#

i don't understand the issue yet

radiant arch
#

from the way it occured there's some infinite loop when preparing the removal. (CPU got busy and game froze for, when it was supposed to highlight the pillar and display refund)
might be that the way it's anchoring is self-referencing somehow?

#

might be related to why it not really attaches to the base yet not vanishes on safe&load?

#

just wild guesses though

shell fiber
#

unclear, could be

#

the building ask for two floors of stackable one on top of the other, but that has never been an issue in farm upgrades etc

#

but i tried to remove that and it still crashes

#

it's just odd

#

i have other solutions in my sleeve though

#

the side platforms pose no issue

#

so that means there nothing fundamentally rotten in the system

#

aaanyway, enough for today !

radiant arch
stiff flint
#

are grapes and bananas being consumed correctly? both are nearly instantly being consumed (eaten or moved to crafting?) from storage

radiant arch
#

either has a good bonus, so they are loved

#

you need to either prioritise them to some building (like ENS for grapes)

#

or convert them to something that multiplies the benefit (like grape juice gives 4x and wine another 4x i believe).

#

on top beavers can eat multiple of them to fill the need fully at times

#

(darn.. i had so much trouble with them i could write this from memory)

stiff flint
#

i'm working on either hauler bots or airships next.... parfaits could solve the issue if it's need related

#

solar power has been working really well.... i've been trading for panels and scaling up with my industry needs all the way to an operational centrifuge with only 100-150 power from water wheels

radiant arch
#

that's pretty cool!

#

totally want to try a map for that next too!

stiff flint
#

i had to run an engine for a couple of cycles to recharge the grav batteries but i deleted that a long time ago

#

i like the island/flood maps.... you need to interact with the water more

radiant arch
#

yeah. that's often real fun

#

if anyone is interested in the numbers:

banana
    1 fruit = 10 days of need filled
    1 parfait = 4 days of need filled (+ananas +coconut)
        1 fruit = 6.25 parfait = 250% more efficient
        (similar with ananas or coconut)
radiant arch
#

i like the baths LoveFT

radiant arch
#

btw: is it intended that the giant pillar base not costs a pillar but 20 logs? (it also has no translation)

still frigate
#

Something changed while I slept. Dynamite is now back to being in a landscaping button (with nothing else) at the bottom. Yesterday it was a sub-button in the "paths and structures" button.

OR...

More brain tricks??? Nope! I found a screen shot I recently posted that definitely didn't have the landscaping button in the bottom bar.

Okay then.

still frigate
#

I have learned to live with a lot of things over the years, some temporary, some permanent. Having a memory I have to constantly second guess is one of the hardest ones to try to adjust to.

#

Oh, hey! my first foundry for this game finished. I can have glass now. Time for the -good- storage! Well, at least 2 of the three.
science:

  • 500 = pile
  • 500 = crate
  • 2.5K = liquid & housing
radiant arch
#

beavers take their liquids seriously^^

still frigate
#

Indeed they do!

radiant arch
#

just realised hydroponics take 13/14 width to place 2x2, but somehow my map only is 12 wide. certain things i might regret..

#

also why was the most needed hydroponics requiring glass..

still frigate
#

I don't think I could play survive that map. I really don't. 😛

radiant arch
#

still trying to figure out if it's fun, but certainly it's keeping my attention high and a real challenge

heavy lodge
#

Wait, did I see hangars for balloons ❓ 😮

radiant arch
#

hangars? them zipping around randomly?

still frigate
#

Many times I size maps in binary powers of 2, so the narrowest I would consider is 16 since 8 isn't possible to win.

radiant arch
#

i wanted it to feel very see-through. like you can see everything from almost every angle and flooding gets real fun, with three sides being 'glass'

still frigate
#

That part really intrigues me.

radiant arch
#

you could make one even bigger !

#

here it's already ~70 from end-to-end (with ziplines)

#

could even try and make it 8 wide only! 😉

still frigate
#

If the final wonder can't be built, a map is not worth playing IMO.

radiant arch
#

there's at least two spots that work for the wonder. and it's only 7x7 i think

#

yep, 7x7

#

around 14 height

still frigate
#

Really? I thought it was a lot bigger. But I haven't built a wonder since U6 or even U5.

radiant arch
#

you really really should try to build the wonder with whitepaws at least once!

still frigate
#

I keep getting inspired to start a new map.

still frigate
radiant arch
#

reaching the stage where i know i can already feed 500 and got all resources i'm kinda unsure to complete it too. but i want to launch the wonder on this map too..

still frigate
#

I haven't started flatening this corner yet... it might be a good candidate to setup for that. Room to build a pool for water canons to fill the 6-deep water hole the wonder needs.

radiant arch
#

yeah... doing it closer to the center might mean a lot to those beavers too..

#

as it's not really big a lido does work fine for such a pool too

#

it's worth it either way

still frigate
#

I could chop down some chestnut and pine here and put it close to my district center if I fill it with a lido.

radiant arch
#

might keep the walking shorter (there's a couple 1000 things to move)

still frigate
#

50k science... I'm at 17k of 20k to unlock airships, which I wont even be able to build because I haven't done the abyssal stuff yet.

radiant arch
#

can you handle the gears and platforms well without the abyss?

#

oh, wait it's only 100 each..

#

actually the wonder isn't expensive to build (remembered it otherwise)

still frigate
#

I have 524 platforms. I use a lot so I make a lot. 😛

radiant arch
#

can't remember what to load it with though. i believe abyss was helpful to make the stuff..

#

but well, unlocking the abyss laboratory isn't that expensive if needed

still frigate
#

I want the abyss, I just haven't gotten around to it yet. I also don't have a fully safe place to put one. I dug draining tunnels around this one, and it -might- be safe from a monsoon?

radiant arch
#

it's super slow to unflood, yeah

#

also super slow to gather explorations and such you'd need to build the actual facilities

#

best to stock up on glowing fluids, pens and paper before

#

and cereal bars.. but i doubt you lack chestnuts..

still frigate
#

Another good place would be here, but I want that badwater capped before I even try. I've seen it overflow the banks... though that -may- have been before I widened its drainage... hrm... sill need to block that corner from backwash.

radiant arch
#

it can get up to 15 with monsoon + ebb&flow i guess. might be too narrow to have less than 3 wide drainage, especially that corner touching the source

#

(assuming it's only 3 base strength as per default)

still frigate
#

Only using debug to read data.

#

Ebb & Flow.

radiant arch
#

might fit a 2x2 voxel channel, but might spill when it goes over 4 from ebb&flow

still frigate
#

It currently has a 2x2 drain.

#

I widened it early on.

radiant arch
#

just a very quick narrowing at the entrance

#

that part might be where it's most tricky

#

that one voxel under the bridge at the end of the bridge

still frigate
#

A dynamite tunnel 1x1x2 could open its mouth a bit more...

#

Yep, we went for the same place.

radiant arch
#

that might be enough, depending on the initial wave it makes

still frigate
#

A 2x dynamite and a platform would probably be faster and cheaper... and safer for my beavers.

radiant arch
#

might be i underestimate ebb&flow a little, but those corners give me trouble too often

still frigate
#

dynamite and platforms it is. A LOT cheaper than even 1 tunnel piece. Not that I am struggling for supplies, but I still have a lot to build.

radiant arch
still frigate
#

I wonder what is causing that?

radiant arch
#

no idea. might be my old system being too old

#

might be some edge case with the soil propagation logic too. there's weird layouts with this map

still frigate
#

/nods

radiant arch
#

(two different layers, both covered by different towers). no contamination at all (drought)

still frigate
#

I have waaaaaay too many beavers so next "refreshing" weather, I'm gonna destroy all of this:

cloud flax
still frigate
#

First abyss will go here. And so will my first airship! 🙂

cloud flax
#

Protected from water is it??

still frigate
#

Yep. That is what that tower of p&l buildings is for. I have also widened the mouth of my drainage from the nearby badwater.

cloud flax
#

Noiceeee

still frigate
#

My other nearby badwater had its drainage expanded some time ago... before I did the grapes there.

cloud flax
#

Dp you really need 2 harvesters??

#

But ebb and flow just makes seasons waaaay hard to manage 🤡

still frigate
cloud flax
#

Oh you must have to s of population too right

still frigate
#

1,066 currently.

cloud flax
#

Maybe I should just increase the pop just too see how many beavers I can grow before my 125k food stock depletes.....

#

Yeah... How? XD

still frigate
#

I've got 17k food with htis many.

cloud flax
#

Hahahaha

#

You just happily building you Colony and accidentally hitting 1000+ mark

Other faction: let's build a colony for 1000 beaver!!!

still frigate
#

Exactly!

#

I've crossed 2k before, but my cpu had slowed my fps to 2/1 even at 1x speed.

#

It was a different map.

cloud flax
#

Hahhaha... I don't know man how you reach those.... I just subconsciously keep my beaver pop the min possible

still frigate
#

and this:

cloud flax
#

I would have had built like wine cellar or GMO labs for those big projects

#

Or just storage houses

still frigate
#

I still don't have wine cellars unlocked. I think I only have 1 GMO online so far.

#

That second one was a very early build so I was also tight on resoruces.

cloud flax
#

Aaah I have 60 bachelors in agronomy last I saw XD

still frigate
#

I have 1 in agronomy left and just got my second in metallurgy.

cloud flax
#

Yayyyy

#

Time for foundry!!

still frigate
#

Foundry is making glass as we speak! 🙂

Also nearing completion of my 4th ENS.

cloud flax
#

Those farms look pretttyyy

#

And oh man... How many libraries do you have lol

still frigate
#

2

cloud flax
#

1 full time on making books?

still frigate
#

Yep. I had 1 doing library books for cycles and cycles.

cloud flax
#

Maybe I should also build another ENS

#

Or an ENS for every type of degree 👀

still frigate
#

currently:

  • agronomy
  • science
  • metallurgy (about to change to nuclear I think)
  • WIP
#

Hrm... gonna need a pilot's license soon too...

#

Oops, that need human relics. It waits.

cloud flax
#

All the best man. Imma sleep soon. But I have been thinking bout the tech tree and what recipies should go in what buildings... Some mid/ late stage stuff just doesn't seem to fit the lore i feel

still frigate
#

It is a work in progress. Now that it all mostly works with U7, Lapan is free to tweak and expand.

radiant arch
#

just found a sweet spot for my foundry 🙂
(have another on top of map.. but seriously that hauling would kill.. literally..)

cloud flax
#

Yeah. Am honestly surprised lapan pulled up U7 so fast after U6and got it all working!!

radiant arch
#

gn

still frigate
#

It has been a journey!

radiant arch
#

sure - drills are just below and abyss right behind - no sweeter spot 😇

#

even has water-cooling down the stairs^^

still frigate
#

Monsoon has hit and hit hard. We'll see if my abyss locaitons are safe.

still frigate
#

@shell fiber Did you designs this ring with the intention that players leave it alone? 😛

I'm not sure I have ever had such difficulty harvesting and flattening an area. 🤣

#

It has become this grand personal challenge. Will I defeat it, or will it defeat me?

still frigate
#

Creeping to the edge. The abyssal elevator may just be enough to protect the shaft if it doesn't keep getting higher.

polar wind
#

he is stuck xD

radiant arch
#

just realised all my pumps come before the water wheels.. curious how power halved within a few cycles ThinkingFT

radiant arch
#

seems like lemons not want to share a tile with cranes. as few as it needs of them more of a curiosity though

radiant arch
#

oh, the randomly drying plants: might be related to dynamites. exploding them many layers below caused it again twice now - on exactly the tiles exploded below.
likely no issue on most maps. seems to be fixed by save&load too.

cloud flax
#

vertical solar farm 👀

wary panther
#

1 science point, for discovering shade

shell fiber
shell fiber
shell fiber
stiff flint
#

it feels like the total consumption of berries and wood have gone up by endgame...
i've got more space for berry bushes than ever before and i'm running short.... I can also fill storage for parfaits and wine but i can't overstock grapes or bananas
There are some supply issues with sawdust and dirt that i can probably micromanage away but that's keeping GMO's from being effective unless i'm constantly shifting dirt and sawdust away from other uses.

#

I'm mostly satisfied with how the colony has turned out.... i'll take some pics later tonight and probably start searching for another map to try next

cloud flax
#

for saw dust, i always have a log gnawing station or 2 always set at sawdust. never got out of saw dust for long time.

radiant arch
cloud flax
#

dirt is a bit of an issue for sure... i think if i place the clay pit faaar away from the drills, maybe GMO will have better acceptance of dirt?

radiant arch
stiff flint
#

it's either to much sawdust or not enough.... i can fiddle with the nobs and levers to get it to where i want but never a good balance

radiant arch
stiff flint
#

i often use abyss storage for sawdust so i can store it without the micro

cloud flax
#

thats why i made a Giant pile for sawdust...

shell fiber
cloud flax
#

tbh, the abyss storage are HUGEEE. but i can understand... there are only limited amount of mines. putting one slot for storage has its opportunity cost

radiant arch
#

not having to micro-manage is worth it imho

#

if there's enough sequoias you can run 2 (or 3) sawmills for them and the burner keeps it stable too

shell fiber
shell fiber
shell fiber
#

didn't crash

#

for a very good reason :

cloud flax
#

what had happened??

shell fiber
#

😅

cloud flax
#

dammm

#

XD

#

"witchcraft" :P

shell fiber
#

i removed the requirement for a flooring entirely, which "solves" the problem

#

witchcraft indeed 😅

#

that's a mediocre solution, but i can't let the game crash without warning

cloud flax
#

Btw, it might be a very unpopular opinion, but i feel ENS should have power input... with all those moving parts it for sure needs to have power coming in right?

shell fiber
#

yeah, originally it was planned to have

#

it just...fell through the cracks

cloud flax
#

The underground nuclear research facility 🤫

radiant arch
#

just a side-note: 7 sequoias are too few
2 huge dams, 1 abyss, 1 sawmill, 2 hydroponic towers: took 200 days and counting..

stiff flint
#

I had the same "more Sequoias required" conclusion... I normally plant 10-12

radiant arch
#

i rarely go under 20 tbh. often preferring 90+ (easier with ziplines) to go full-sequoia for planks and logs. but small maps kinda make it hard

cloud flax
#

i rarely use seqoias for logs... everblossoms just feel more efficient somehow...

#

just use the advanced sawmill when i need a huge boost in logs or planks like when am making gears using abyss

radiant arch
#

yeah.. i realised everblossoms actually are more efficient by 20% (logs) or 40% (planks) the other day.. just it looks cool and big

still frigate
#

One downside is that if it is raining when you plant stuff, you may not notice that the ground you plant on is corrupted by bad water somewhere. When the rain stops you watch as your crops just die.

iron wind
#

This irritates me about Rain as well. Considered turning it off, but on the other hand it allows brambles to spread crazy so it increases total amount of suffering and I've been told that is the purpose of this mod 😄

cloud flax
#

@shell fiber So been playing with over 700 beavers (100+well being)for sometime to see what end game consumptions might look like and suggestions for few balance changes

Assembly line:

  1. Removing shell necklace, wooden toys and other seamstress lodge recipes. just with 2 workers in seamstress lodge, am still not seeing any dent in my reserves at all. so need for advanced recipe for it
  2. Just reduce the speed of recipes as i have yet to ever utilize all 4 slots of workers, unless in emergency for metal fastners, which really werent emergency... just me not wanting to wait a bit longer
  3. Maybe shift barreled water to screwpress? Since in a sense its compressing all the water into the water barrel
  4. (repeating from one of my past suggestions) Maybe bring back the old v4 bar (with the fancy triangular overhang in front) for parafait? you can as well add another recipe in it for cocktail made from strong alcohol, berry juice, grape juice, ice block? but parafait just doenst make sense to be made in assembly line

Wellbeing:

  1. Give balloon bonus to zipline balloons too
  2. Forestry viewing deck can be brough back i feel... in very late game once you have bot haulers, i dont know to place in place of the hauling tower upgrade.
  3. Give the hedge the Shrub bonus
  4. Role playing games: Now this one is bit hard... when you have clockworks for all farm related stuff, The only triangle roof buildings left for nerdy attic are the tappers shack (dont need more than 1) and harvesters cottage (only for chestnuts, grapes lemons)). 2 ways i can imagine to allow for more nerdy attics: if possible to allow upgrades to be placed over the triangle roofs under decorations. Or have new fun building (puppeteers lodge?) similar to 2 farms side by side which also provides the RPG bonus and also allows to place the nerdy attic upgrade over it
radiant arch
#

harvesters for grapes and lemons too. but yeah, there's little more than 1 or 2 and often got the same issue with too few triangles by far

#

(currently only having 6 farms on 400 beavers + 1 large farmhous)

#

also always having a single assembly line with a single worker (very rarely too if building like crazy). and barely any to no need over the handicrafter / seamstress really too

#

those are so awesome at scaling it's far from fully used first and total overproduction at 4x worker bonus. totally lasts from early to very late game

cloud flax
#

yeaah. am honestly loving the seamstress lodge!

radiant arch
#

so much more fun with all those goodies from that place! and the love-hate with ropes and scaling production and how it's in all things like it's the new cooler log or something

#

pretty thankful it's super space-efficient too, like 20-40 plants and you are covered pretty much

cloud flax
#

i also really wanna bring back the great cooking tent from v4 or something similar for stews.
like there are small clay pots, medium cauldron imples there needs to as well be Large steel cauldron. Can be made in High temp foundry using tons of Metal blocks which are melted into cast made from Clay and dirt and all the stew recipes could be shifted to it. it can use giant half log as fuel for the huge fire to cook (forcing to use atleast advanced saw mill)
The current mech kitchen can replace simple cooking house in midgame (cooking house is anyway pretty simple 3x2x1 building and theres already pass through lodge and handicarfters lodge of that size)

But imma grow my pop to 1000+ for a better understanding of food and water scaling

iron wind
#

3x2x1 is a very useful dam building block and you can utilize more kitchens than handicrafters though.

cloud flax
#

hmm then maybe both can still remain as is. just not making the stews?
tbh i make my dams mostly with storage houses and water pumps

radiant arch
# cloud flax i also really wanna bring back the great cooking tent from v4 or something simil...

at such high well-being it's just doubling kitchens and so every 1000 basically. differs by recipe, but they scale somewhere between 600 and 1000 per building basically.
pumps kinda too, can theoretically 'feed' 100+ beavers per deep pump. at 4x there's no use in the mecha version basically. huge dams being a 'might go', but who lacks workers.. (water for ~320 beavers.. can get twice as much with pumps with same number of homes)

cloud flax
#

yeah.. The large dam just doesnt seem that good and dense option compared to deep water pump

radiant arch
#

only did test it with districts though, where it needed multiple kitchens anyway to handle distribution

radiant arch
#

and it does eat half a source strength, so it's pretty big already

cloud flax
#

thats why i have them lol

radiant arch
#

and 2 or 3 can technically cover all water needs

#

just.. 5 pumps + 4 upgrades can too..

cloud flax
#

got 3 of them and they for sure arent covering my needs anywhere near tbh

radiant arch
#

oh, fancy

cloud flax
#

game crashed trying to delete giant pillar >_<!

cloud flax
# radiant arch oh, fancy

had added a 3rd one but didnt see any significant change in water storage... added 5 pumps and bam, water is going up nicely

radiant arch
#

you can select and remove them with keyboard - just not hover the removal tool ever..

cloud flax
#

time for clockworks!

radiant arch
#

love the fact you compact them too!

cloud flax
#

i love compact builds!

radiant arch
#

(if i build high towers i usually have power + ladders between the pair too haha, often 2x2 design)

still frigate
radiant arch
#

late game is fun: you can just randomly release 1 or 2k water from unneeded industries when drought gets too long 🙂

still frigate
cloud flax
#

ran out of scaffoldings for first time! abyss comes to the save the day!!

radiant arch
#

might go solar too... those 2 big wheels just don't bring the 5k needed to keep batteries up..

cloud flax
#

time to increase pop like crazy!! wish me luck

still frigate
#

I ended up with 60 giants. So far it is enough... but I'm not making a lot that needs them yet.

radiant arch
#

maybe huge dam really should output at least twice the amount

#

my deep pump gives 200+ daily and i barely got the ENS running and only 50-60 well-being

#

that's 3.5 pumps per dam - less population even, even without using upgrades

#

late late game even less than 3 pumps per dam

#

might be even cheaper and about same space to just put a tank + pumps ThinkingFT

#

will still use them for the visuals and fun, just not much

cloud flax
#

@radiant arch how did you even get contaminated??

#

no go enjoy the washing machine XD

wary panther
#

Our first visitor to the new "Land of Giants" observation deck is an extremely excited 4-day-old named Szozsil:

#

"I can't wait to grow up and be taller", he noted

cloud flax
#

"What even is family planning?"

cloud flax
#

pumped out the whole Valley!!!!!and 2 days more to go in the drought

shell fiber
radiant arch
#

issue with the huge dam: if it's blocked by badwater (5%..) it's throwing out all beavers!

#

maybe it should be more like a regular pump and just slow down the more contaminated the water gets?

still frigate
#

bug: false nothing to do in range

Deleting the zip line station before the last one in the chain cleared the error and beavers went to work.

radiant arch
#

yeah, those are sometimes buggy

#

just a moment ago had one of that type too, where the harvester got 7+ range on the second-to-last, but none on the last, despite it being basically back-to-back..

still frigate
#

It also prevented this one way over here from working until it was removed.

radiant arch
#

it did not resolve for you either to just save&load, did it?

still frigate
#

I didn't try since loading this save takes over 5 minutes.

radiant arch
#

well, it did certainly not work in my case and assuming it looks so similar likely not worth that time^^

still frigate
#

To complicate things, this one doesn't cause the problem.

radiant arch
#

who knows why ShrugFT

still frigate
#

I -speculate- that it happens when two stations share a build range.

radiant arch
#

btw: not having any methane sucks.. progress basically freezes once you got to the foundry and foods and well-being goes down suddenly..

radiant arch
still frigate
#

yeah. I am pulling both gases out of the abyss.

radiant arch
#

yeah, i'll try to in a cycle or three when the abyss is done.. 10 felled sequoias just for that.. with only 7 plants.. and it took another 7 to prepare for the abyss.. so got 200 days of waiting..

#

on the other hand: i utterly had no methane to actually make enough glass for nenuphar hydroponics, despite having a tower for them..

still frigate
#

I'm on day 305. (cycle 18, day 5)

Trying to get a pilot's license.

radiant arch
#

getting mine on cycle 42 🙂

#

but things are starting looking industrial now (finally)

still frigate
#

Since cycles aren't a set length, I try to go by days now.

radiant arch
#

how to convert them?

#

must be around 1000 for my game

still frigate
#

loading screen + luke's save mod

radiant arch
#

3 days to finally make a pilot's license when it took over 200 to make the abyss needed for it..

#

should have just made the wonder and not tried to make all the other things first..

still frigate
#

I was going to work on making the wonder... hrm...

#

50k science. That's why I'm not doing it yet.

radiant arch
#

with how crazy fast the ENS produces them?

#

what's your current well-being?

still frigate
#

49

radiant arch
#

mine put out like 15k a cycle and had certainly not enough grapes to run at full capacity 10 cycles back

#

oh, 49 is getting nice

#

that's like 3x work speed

still frigate
#

I took my science ens off science and told it to make the pilot's license.

radiant arch
#

hmm.. only beaver with less than 60 is bob rn.. poor fellow with 22 only

stiff flint
#

The kicker for methane problems is harvesting all the lily pads before you get a chance to harvest the lotus.. one problem causes another on the far side of the tech tree

radiant arch
#

with dirt trade it's finally possible to work around fine for 200-300 beavers

still frigate
radiant arch
#

got them mostly all covered with tea and green and brown stews

radiant arch
still frigate
#

Other things kept taking the brain salts, paper, and pencils.

radiant arch
#

had 90% of things needed for the second license before starting the first haha

radiant arch
#

btw: i never had to bother making a big bad water pump. 2 medium ones are more than enough so far. glow fluid and all.

still frigate
#

I had a production chain crash when my beavers weren't chewing enough screws for my presses and I ran out of sunflower oil.

radiant arch
#

those hurt, yeah

still frigate
radiant arch
#

might be worse than methane blocking all stew lines and drill bits running out for a few cycles..

radiant arch
#

totally did not expect solar power to rely on the beaver!
800hp output for one is huge!

stiff flint
#

Solar is the way.

radiant arch
#

i perfectly have no idea how it calculates the power though

#

400 base power it says

#

but mine is between 700 and 800 when the worker is in

#

but worker has 3.7x worker bonus, so that's not it i guess

#

is it the 75% movement speed bonus?

#

that would make sense with them going 'sleepy' and power lowering around that point

radiant arch
# stiff flint Solar is the way.

absolutely perfect in cost and when they become available. also about perfect in how slowly they can be added due to trade limitation

#

now knowing that they scale with walking speed even better: they go from 20% to 100%+ extra power with developing well-being

stiff flint
#

I would change how I set up my solar array to make it scale with less disruption (sloppy design on my part)... but they're going to be used a lot more frequently

radiant arch
stiff flint
#

Genius

still frigate
#

Impatience won. I made a second exploration balloon for sky points.

radiant arch
radiant arch
#

kinda miss the shorter giant pillars for aesthetic reasons

#

there's always situations where the ground is uneven and sometimes hard to explode

#

would you mind adding them back?

shell fiber
#

probably no problem

sullen cape
spring heath
# still frigate I wish there was a better way to separate those out early game.

Build fences! I love fences for this. Just let the big farm plant the lotuses (leaving a row unplanted for your fence), then as long as you finagle it properly, big farm can no longer reach your flower plants but can still get the nenuphar-designated ones :) Pop in a gather building of your choice with access to flower plants, et voilà!

radiant arch
#

oh.. managed to flood my abyss with bad water.. kinda sucks...

#

not like things rely on methane from there.. surely not for 2 or 3 cycles now.. hmm. maybe it's less deep than i feared ThinkingFT

shell fiber
#

hi guys !
can someone send me a small save with some giant pillars placed ? i've been poking at the crash issue, but i'm not sure i have kept the backward compatibility properly

radiant arch
#

just diorama with some pillars placed in different combinations

#

@shell fiber

shell fiber
#

thank you !

radiant arch
#

your nuclear reactor got me.. totally not planned to suddenly need 800 resin to make paper, pencils and tar for one..
sooooo should have stocked up on that long before.. (perfectly could have, just did not consider that to be a problem..)..

wary panther
#

Yeah, these guys need to bathe so frequently because literally everything is covered in sticky tree sap

still frigate
radiant arch
#

doing basically the same since yesterday

#

yet could not resist the nuclear reactor.. and the two abyss facilities needed.. and wow 45k down again 🙃

#

it's 1k science points per day. if i had enough grapes / space could go with 2 or 2.5k daily rn

still frigate
#

I think I had 3 of my ENS on science.

What really surprised me was the fact my colony was strong enough that when I came back the weather hadn't destroyed anything. A few more contaminated beavers than normal, but not that bad.

wary panther
#

admits I installed Automation, so the Floodgate Dams can automatically react to badtides

radiant arch
#

yeah. with automation seasons become unnoticeable basically. at most things slow down a little

wary panther
#

since we don't have sluices and I kept forgetting at least one of the ones that needs to move

still frigate
#

I have automation but I currently only use it for my drill scripts.

wary panther
#

it's not perfect, since two of them should really move about 12 hours before the badtide (to let the diversion tunnel flow rate get up to speed)

#

but that way there's still some incentive for me to pay attention, and the automation will avoid the worst of it if I forget

radiant arch
#

my maps usually are designed to force that haha

#

the 'best' i managed was a three day latency on seasons!

#

or some exploding fountains whenever drought kicked in
(suddenly spilling 100m³ where it's otherwise rather slow flowing)

wary panther
#

My favorite one of those was one I designed on purpose - it was in the middle of an "amusement park" area, and it was a volcano/waterfall that would shoot badwater down one side of the mountain and clean water down the other simultaneously for a few days during season change (courtesy of massive water hammer effects in the long tunnels that fed it)

still frigate
#

Long deep underground overpressure tunnels are so much fun.

radiant arch
#

if you add a little backflow and a minor drain (~10% or less) it can even pulse, like a geysir

wary panther
#

But basically one side of the park was always lush and the other was a blasted wasteland of dead trees, human ruins, and badwater pools

#

with various attractions mixed in

radiant arch
#

yeah, there's so much balancing issues with how much pressure you need for the effect versus how little water you want to touch ground actually

still frigate
#

60K science and a deep hole full of water...
"And so it begins!"

#

or not. I need a bigger hole.

radiant arch
#

even got front-row seats! how cool!

#

yeah, 7x7 without the corner tiles

still frigate
#

This was 6x6

radiant arch
#

darn.. it looked so perfect..

#

might do with cutting out some trees and that irrigation tower

#

the base only is 5x5

#

and the wider part only starts 1m below water

still frigate
#

I'll try that

wary panther
#

The other one I really liked (on that same Thousand Islands map) was a big set of crossover structures, built invisibly under the falls. It always flowed at a full speed (so that it wouldn't take time to accelerate), but the outlets would swap so during clean tide it just recirculated and dumped water back out 2 levels down, but during contamination it diverted all the outlet into one side.

#

with the effect that the entire right hand side of the falls (like ~20 strength of source - thousand islands is crazy) more or less instantly just switched off during badtide

#

it didn't look terraformed at all, just had a magic off switch

stiff flint
#

I'll choose a map with an over abundance of water almost every time.... I want to do a large population challenge with thousand Islands map at some point

still frigate
radiant arch
#

had a similar issue before^^

wary panther
#

It was too bad you can't do a badwater "Fountain of Despair" (this was greedybuilders, so we had both faction's monuments)

radiant arch
#

sounds like something easy to script in tbh

#

or maybe someone should add some rain effect!

#

little puddles of badwater all over when it is launched 🎉

wary panther
#

mostly I was just hoping for a Fountain of Joy placed in badwater to be red. But instead it just sat there with "blocked by contamination" and attracted no viewers

radiant arch
#

yeah.. water beavers wonder too.. so makes no sense

#

having the folktails wonder turn red and shoot poisonous mushroom spores or something would be real cool

still frigate
#

Luke's skyblight would make the wonder impossible.

radiant arch
#

ebb&flow is bad enough tbh

#

forced to use a lido basically

still frigate
#

skyblight contaminates stagnate water.

#

it is anti-lake/reservoir.

radiant arch
#

bad rain without the rain, isn't it?

still frigate
#

sota.

wary panther
#

you'd have to use the irrigation water guns to extract the badwater back out of them

still frigate
#

I haven't tried it in any game yet.

radiant arch
#

totally wondered how much it would take to implement clouds that actually do rain in this game. but with how it puddles always that might be tricky..

still frigate
#

Rain currently doesn't have ground collision, so it goes underground.

radiant arch
#

yeah

#

and if it had, it would immediately flood anything

still frigate
#

The whole colony on stilts.

radiant arch
#

so close to banana towers

#

btw: totally did 30 or 40 dirt tiles pre-abyss already. likely will complete 60 in time for the wonder

#

plus 5 or 6 gold bars from dirt and the food stuff

wary panther
#

@shell fiber Utilty dam power connections seem to be wrong? it's connecting power at ther same points that connect paths - it's it supposed to be 90 degrees apart (power crossing the path)?

radiant arch
#

it doesn't even connect paths, does it?

wary panther
#

That's what the description and model suggest

#

it connects paths fine, I've been using that in several spots

#

this is the first time I tried to use the power connections too

#

(it also connects to ladders under the 3 blocks that are the path)

#

the description only says "Can be placed on a pit-and-ladder lodge", but it seems to work with any ladder, and any of the 3 "path" blocks, not just the lodge in the center

still frigate
#

@radiant arch Brain boosting salts is my weak point for ENS science.

#

@shell fiber Is this correct? The outline show a lot more to this what what is seen when built.

radiant arch
#

yeah.. had to consider upgrading to big bad pumps for those.. but i resisted!! haha

dusk compass
#

Playing U7, new here, read back to where it was feasible; sorry if repeat questions.

Got to nukes ok, so no biggie, but:

  • I can't figure out who harvests bananas. Tried every single harvester I could think of.
  • the shrub bonus is in the beaver wellness UI but there does not seem to be a shrub in the mod?
    (I only have this mod + steam-listed dependencies, plus automation)
radiant arch
#

shrubs are sadly missing, yeah

#

dancehall too

dusk compass
#

🤦 of course they need marking to be cut. I'm an idiot.

Might need a hint in the UI for banana trees though. Lumberjacks don't have a prioritization box so there is no index of what they harvest

#

Also, is there no way to grow pineapples? Just trade?

#

I couldn't find any so probably there isn't.

radiant arch
#

really hard to find that tiny tiny tooltip there

#

pineapples are best traded with airships

#

not really worth it with balloons imho

#

same with coconut

dusk compass
#

TIL that there are those tooltips

#

Thanks!

radiant arch
#

and you can convert them with banana into parfait -> gives multiple times the amount of happy beavers

dusk compass
#

Yeah that I found 🙂 just the raw pineapple was a mystery

#

Also wanna+1 the grand dam bug whenever it switches modes (no power, bad water, flooded) - it evicts all the beavers and they come back once it stabilizes, but until then you are floating a ton of homeless. I think the auto-badwaterpump has the same bug but nobody noticed because it only houses 3

wary panther
dusk compass
#

Tried finding that but only found an old version, figured nobody bothered to update. A bit late, though, now, stumbled my way through to having everything but bananas and pineapples 😉 thanks all, this was useful. I'll be back with more bug reports and perhaps to pay the favor forward by helping some new person

wary panther
#

normanr did it about a week ago: #1070709592176197642 message

#

So yes, big TY to them

dusk compass
#

Got to a computer so i can test the cutting thing - but it doesn't work. What's more, this is extremely weird (see pic):
The bananas are grown (have been for a long time) but when I click the planting menu I get the grey outlines as if they weren't planted. The selected one (bottom) is obviously grown but no lumberjack dares pick it up. IDK i'll demolish the lot and replant, maybe they're just bugged.

radiant arch
#

do the lumberjacks reach them?

#

they only can enter through the doors technically

#

might be bugged though

radiant arch
dusk compass
#

Can def reach them, in several ways.

#

Also: hmm

radiant arch
#

yeah, many missing labels again. lapan's been adding / adapting so many things recently

dusk compass
#

I'll file it under "it's normal, don't worry about it"

#

The bananas ... I'll keep an eye on them if they work now.

#

They un-bugged themselves after I destroyed them and replanted. However, they still show the grey facsimile of a banana when selecting the mark-plant tool, so that's a bug for sure.

And so I don't end up posting just negative stuff - I love this mod. Please more humorous death descriptions.

shell fiber
#

like right now

wary panther
#

The T-junction power shafts are also missing display names

#

which didn't seem important enough to mention, but if you're going in there

radiant arch
#

if not i can go through the english translation once you release a new version if you like?

#

likely easier to just give you a patched file and the diffs than list each and everything separately here

shell fiber
shell fiber
#

mostly because it kicks the beavers out

#

which i didn't expect it woudl

wary panther
#

Not really a bug, may be working as intended, but I'll ask. The two levee blocks say "requires to be adjacent to higher ground", but really they have an ground-only "entrance" that must be placed on exactly the same-height ground. So e.g. you can't use them to narrow the bottom of a slot canyon for power wheels or similar.

#

It feels like maybe they could/should use the same kind of check as the cliffside walkway, to see that the side is adjacent to ground, but not require it be the top of that ground (with air above. I.e. you could put in a levee that was shorter than the terrain it's next to

radiant arch
#

the levee itself must be placed on ground too. not works on an overhang (sadly)

wary panther
#

Yeah, but I'm sure that part is on purpose

#

I'm thinking the bottom should be "on ground" and the "side entrance" should be one lower and check "inside a terrain block"

#

if that's something you can actually do, I don't know how much magic is involved in the cliffside walkway's check

shell fiber
#

the thing that allows to be stuck on a cliffside is always optionnal, so effectively you'd be allowed to place the log levee anywhere

wary panther
#

ah. That would certainly defeat your intent

shell fiber
#

but the log levee is intended to be very restricted

wary panther
#

Ok then, I've just had places where I didn't really want the levee to reach all the way up the bank (or the bank was much higher than 2 levels)

#

and that didn't feel like violating the spirit of "one chunk only, next to shore"

#

but if the occupancy rules can't actually do "next to higher ground", then it can't

#

obviously one can then cheese it by using tunnel dynamite to blow a hole in the cliff wall for the levee "entrance" to sit on. But that feels like hacking the rules.

radiant arch
#

it's a very common way to use them for me

wary panther
#

Purely aesthetically, I'd love to have a chunk of spiral stair that works like the double rope stair (requires support at the ends, but not directly underneath, and has no legs). You can of course get the same effect by putting a skewer platform under the spiral stair, but you get the extra platform that just looks kind of chunky. Or the pillar that staircase mod has for other factions (though to lock it at the right place in the tech tree, it would presumably require a scaffold instead of just a log)

#

I just like the graceful look of a hanging spiral staircase

radiant arch
#

oh, i do. or did. got tamed pretty much..

wary panther
#

I'm pretty sure that whole natural arch ought to fall down now, as much as the beavers have tunneled and mined out the inside

#

I was hoping the lotus would spread along the underground river, but it looks like maybe lotus doesn't naturally spread

radiant arch
#

it's kinda very scenic when they do

#

might have accidentally removed the wrong ones in my games at times (too often)

radiant arch
#

might be only trees can spread and farmable plants can't

#

bamboo does gladly, so it can be harvested and cut using checkerboard pattern

#

even without replanting

wary panther
#

yeah, and brambles do so very gladly 🙂

radiant arch
#

as long as you not mark space for something, yeah

wary panther
#

yeah, I unmarked the lotus once it was planted, hoping.

radiant arch
#

i know it's kinda a cheat, but i often just mark for 'rice' or 'lotus'

#

stops the brambles good

wary panther
#

I usually build fences or hedges

radiant arch
#

that's cool!

#

i stopped when i realised they not have to be fully build, but can be paused too

wary panther
#

Yep. We'll say that as part of planning out the fence, you ran a ditch witch down the line to cut roots crossing it

#

vibratory plows are like a real life cheat code

shell fiber
#

actually maybe i can

wary panther
#

I meant levees

shell fiber
#

i should try to look into it

#

yeaj

wary panther
#

I just thought you had a block that did a "next to terrain" requirement, and had never noticed it didn't actually require that 🙂

radiant arch
#

random list of missing texts or off descriptions
(please expect random spelling mistakes)

SPELLING

giant pillar base
Lapantouflemagic.GiantPillarbase.DisplayName missing
Lapantouflemagic.GiantPillarbase.Description missing

balloon landing
Lapantouflemagic.NEWLandingPad.DisplayName missing

pillar corner overhangs
Lapantouflemagic.8WayCorneroverhang.DisplayName missing
Lapantouflemagic.8WayCorneroverhang.Description missing
Lapantouflemagic.8WayCorneroverhang.FlavorDescription missing

giga tank
Lapantouflemagic.GigargantuanTank.DisplayName missing
Lapantouflemagic.GigargantuanTank.Description missing
(might be missing flavor too, no space to test rn)

all t-shafts

downward & upward shafts
Building.PowerShaftDownward.DisplayName missing
Building.PowerShaftUpward.DisplayName missing

abyssal nuclear reactor
descriptions still refers 'overdrive' but should say 'abyssal' now

dev-mode: Building.AAAAAAUndergroundRuins.DisplayName is weird

BUGS

rappling crane will freeze any beaver attempting to cut a tree on rope tiles

underground cold storage cuts off at ground -> with U6 the part below ground was visible!

tech tree board is U4 or older

ENS in menu is overreaching the display and science recipe is cut off partly / completely depending on resolution

map reader:

  • floating crystal can be placed during game (menu entry should be hidden / devmode)
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GOODS:

Good.BarrelledWater.DisplayName is missing (in menu in handicrafter/ assembly line only, not in preview)
Good.Banana.PluralDisplayName is missing (trading ballon - but only in selection when build, not in preview..)
Good.BalloonHoomanRelic.PluralDisplayName is missing (again, in menu after build only)

woeful sun
radiant arch
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yep, each and everyone of those but the (dev-mode) abyss replacement..

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darn.. that would have saved time^^

woeful sun
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🙂

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yea, I hide devmode tools from the output

radiant arch
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what it does not see is missing descriptions or flavor texts it seems

woeful sun
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correct

radiant arch
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but here that would not make much difference as it's mostly the display names or plurals

woeful sun
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btw, it's misspelt BarelledWater (and not correctly spelt as BarrelledWater)

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and the "Barreled Water" good is also misspelt (apparently both Barreled and Barrelled are acceptable)

still frigate
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@shell fiber I can't beleive how quickly I have gotten hooked on your repelling cranes for harvesting resources. They even say to use them for that in their description, but I had just fixated on their "building up" uses.

still frigate
radiant arch
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just never put any cuttable tree below it .. (or bamboo..)

shell fiber
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i fixed the missing text entries

radiant arch
shell fiber
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goddamit "barrelled" vs "barelled" vs "barreled" vs "bareled" 🤣

radiant arch
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problem might be beavers trying to trigger the cut-action mid-air which might be 'unintended'. might be you can't do anything about it without coding

wary panther
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definitely two "r"s. One "l" vs two is a US vs UK difference, so you can decide based on whether you want to attract The Spiffing Brit to do a water beavers "perfectly balanced" video.

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While we're doing bug reports, I asked last week whether it was intentional that the long tiny and pit warehouse can't be placed beneath a terrain overhang, when the small/medium ones can.

radiant arch
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if it was easy to allow: having a skewer go under terrain that way would be awesome!

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platforms can from below, but there's nothing that can from the side, or is there? (never used the side overhang yet)

wary panther
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The Programmers' Credo: we do these things not because they are easy, but because we thought they were going to be easy.

radiant arch
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i wasted so many weekends on 5-minute-tasks like that..

wary panther
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(with aplogies to JFK's famous speech)

still frigate
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We always see clips of that speech and the clips make it sound like he forgot what he was talking about. We choose to go to the moon. We choose to go to the moon in this decade and do the other things, not because they are easy, but because they are hard,

In reality, the speech is several pages long and "do the other things" makes perfect sense in context. /laughs

radiant arch
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most regrettably can't place an abyss in the middle of flowing lava (yet). those force ground-to-bottom grrr

wary panther
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Getting to be kind of a tight fit...

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Hope nobody slams into an obstacle while riding that high-speed zipline

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Especially since this is right before the stop with all the beweries, so I'm pretty sure it's full of drunk frat-beavers from the ENS

dusk compass
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I've very happily built the abyssal reactor and have fuel etc, but ... it doesn't give power. Just water. I expected the power to go out the way it goes in - through the Elevator module. Tried connecting to the various "holes" on its body, nothing. Bug or am I just blind?

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Gotta say, the art is beautiful though:

dusk compass
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it also ... stopped giving water during a drought, which seems to be a bug as well. Oh well.

@shell fiber thanks for the amazing game design. It's truly incredibly annoying and so rewarding when you actually get anything at all done 😉 And this 2cms permanent source really capstones the "Ok, we're fine now" - a colony that can survive without massive terraforming. I had fun 🙂

stiff flint
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the power connections are a little over half way up the tower.... it does not automatically pass power through the abyss

the water shutting off during a drought is intended for balance

dusk compass
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Thanks! I tried connecting to them but it didn't work - I figured I must be doing something weird.

If it shuts off during drought it shouldn't say that it never shuts off :). But I get it.

wary panther
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Anybody know what the placement rules are for the small aquifer pump? It says both ground-only and above-ground, so I assume some parts have to be in the ground and others on platforms, but I'm not figuring out which is which...

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I assume the straw needs to be on ground, and there seems to be an entrance arrow underneath the central building that probably does too?

shell fiber
wary panther
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Yes, but I thought I had done so before in other factions (though I may be misremembering, since pre-U7 I would often use the stone wall from https://mod.io/g/timberborn/m/dirt#description similarly to how you can now actually stack terrain, to make "underground" storage caverns.

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But I was thinking it seemed to be a whitepaws-only limitation, mis-remembering. I didn't try switching off whitepaws to re-test just 2-tall storage on its own, though

shell fiber
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hurray ! thanks @radiant arch for the fix 🙂

radiant arch
sullen cape
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Bye JC or someone else with a gold beaver!

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Oh and I think the fertilizing bath works on Lotuses 😁

wary panther
shell fiber
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i'm building a monstrosity again 😅

cloud flax
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OMG!!!!! Yesssssss!!!

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Hahahhah! Love you mannnn!!

shell fiber
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Not gonna lie, this is a clusterfuck to animate 😅

eternal tulip
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as you are adding new buildings to the new faction. can you consider adding a beaver log dam to replace the current early game dam

something along these lines, it builds up water but it allows a % to come through???

radiant arch
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sadly it not exists right now SadFT (for all i know)

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can you imagine they implemented overflow as in 0.01m overflow is exactly same full strength 1.00m would give? or 4.00m or whatever..

cloud flax
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maybe something like the ingame pump which sucks up water from one side and dumps it to other?

eternal tulip
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How does the current dam allow 65 through or the adjustable floodgates? is it not possible to take the floodgates adjustable water trap and make it a fixed heigh for the log dam??

radiant arch
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it's just how much it allows till it overflows

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it's buggy too

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if there's a wave it will drain deeper even

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if anyone knows a fix i'd love to know

cloud flax
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and the mod is supposed to not have easy dams :P

rapid trench
radiant arch
cloud flax
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woaaah whaaa

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am not sure if that has happened to me....

radiant arch
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needs a little extra pressure. like strength 3 or more