#Water Beaver Overhaul
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sunflower fields:
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. 😛
Do mechanics still need to hand gnaw every gear? No advanced technology to ease their tired teeth? Or am I missing something?
In the abyss I beleive. Checking...
Wait... gear or screw?
either can be made by abyss
Doesn't matter. Both are in the same place.
all of them are super fast to make once you get that unlocked
just might want the advanced sawmill to be able to keep up with the input
timbertrees is great to look things up easier on the building or resource level
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
that would be a cool addition to whitepaws imho
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
Timbertees has an SVG output too
a more intuitive guide might help find those easier
It's a bit of a mess though
Because it shows all required inputs for a building and it's recipes
it's nice in theory, but yeah. being purely textual and too high-level is hard to get into it
swapping in the icons might help somewhat? (there's no easy prefab previews, is there?)
and filters.. like clicking on a certain resource ..
your timbertrees is likely the easier reference to use than trying to parse the assets and jsons
You can filter resources in the html view by clicking on them
But the SVG is not interactive
(and the button on the top right toggles a filter between produced and consumed)
Sometimes it takes a monsoon to expose a design flaw...
the platforms up there?
the ones near the billboard (upper center-ish)... that are letting badwater into my quad. 😿
was that intended as reservoir?
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.
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.
Lost some sunflowers, cabbages, and all the peas.
EDIT: that just reminds me that I need to add a high elevation pea farm.
yeah.. floodgates.. i kinda regret using latency and pressure on my maps so much..
securing peas is perfectly crucial, yes!
those little greenies are soooo fickle all the time..
I'll terraform this into more peas and pumpkins.
only ever have mine either next to perfectly (perfectly 100%) pure water from lido or fully contamination proofed with tower
That would be a good place for drills wouldn't it?
Almost like it was designed for them! 😛
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!)
Oh! I haven't looked into the abyss yet 😅 Thx.
It turns out "forever" was closer to 4 hours.... EMS and my drills are running
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.
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...
You -can- use Luke's map resize mod to give you more height.
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
i hate when that happens..
having two pairs of drills utilised would give 'free' 1.2k points per cycle on normal difficulty? -> might be surprisingly efficient 🤔
that's my usual go-to for making scrap metal
plus one for coal to make metal blocks
I don't often get to the point of needing to make scrap metal until very late game.
yeah. many maps not require any
if you not need them for scrap metal there's likely little need to provide the drill chain just for a little coal
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
even if performance is rather meh being about the same as a medium mine
i'd imagine you'd easily have a hundred or two free workers for it too
easily. LMAO
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)..
i favor the drills mostly because i'm hungry for dirt to use on projects
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.
getting the dirt ends up being fairly easy.... moving all of the dirt to the building site takes a lot of trips/wime
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
i'll stay with drills early if can for the free science and statues (+20 to +30 well-being)
Um... status... why do I never rembmer that?
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..)
well, having the claypit auto-fetch the dirt removes any need to pause them. rather it needs some care to have a storage next to GMOs to keep enough dirt for them 😉
Yeah, but I might as well use the script I wrote. 😛
did you try building a pile storage first? i found that super helpful in speeding things up (haulers can carry much more than builders)
that helps a lot, but it's still a lot of transfer actions to blace 1 full dirt block
The monsoon strikes back!!! My off-map gates are wide open and it is overflowing here! But my building wall holds... for now...
totally is, yeah
that dam is looking nice
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...)
Well, there was some space after all. Let's hope it will be enough. But I wanted to try and divert badwater via aqueducts here. Seems I will need like 3 of them.
At least by this stage in the game they aren't impossibly expensive.
I've decided it's always Leg Day
blegh, Missing script f9254d71bfbecbecdc167df4e272730a (for GrandDam, LeakyTub, WonderIrrigationTower, MechanizedWaterpump, DrinkingSpot)
almost certainly from TimberCommons?
but I'm struggling to get AssetRipper to generate meta files for it's scripts,
although I see it used on the drills too to (I assume) put the tarp over when they're out of drill bits,
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.
🤯 🤯 🤯
Do you have the visible layers turned down, hiding a zipline tower on the top of the right hand one?
Yes
(since you have that weird dead-end pylon that looks placed to connect the large farmhouse)
But the left one isn't on a zipline.
no, but there's a station right across the street
the workers from the right hand farmhouse are ziplining to there, which greatly extends how far they can travel
Yes, but it only extended the range -after- I placed down the second large farmhouse.
it should have extended the range right away
(or at least, once construction was finished)
under-construction ziplines show up in the boundary of an under-construction farmhouse (or other building with range)
but only finished ziplines show up in the range of a finished building
which does make it harder to plan expansions...
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.
Thank you for correcting me. I hate spreading incorrect information.
Np. I was also very intrigued if it had been true
since it would save me lots of wrestling with ziplines whose door and bullwheel face the wrong way
They face that way so they are compatible with the expansions. Just like the forester and water tower.
Well,the direction they face makes them mostly incompatible with the expansions (puts the wheel inside the expansion, thus obstructed from most angles)
thus very hard to find placements that thread the needle and can still connect
In this case, I didn't have to move any of the lines.
Oh, I get it. I just seem to have my whole town laid out left-handed 😛
/laughs
it doesn't help that what I'm trying to connect is to be sequoias and bamboo. Which is, as promised, "unbelievably tall"
Not as tall as that bamboo though.
It is really a pain to move a giant sequoia forest. That 50 day growth timer is a killer. /laughs
@shell fiber The translations need to be updated for some of the power shafts
Link to emberpelts
thanks, fixed
In end game, a lot of hauling I just leave to the boys and clock works hydroponics... Would math remain same?
OMG. So sorta yes. But we can make a knowledge graph out of it easily. And the visualise it. Would it be fine if I try and scrape data from your timbertree and test things out?
better to grab the raw json, then you don't need to parse the html
I only found jsons for the recipes... Didn't find for buildings...
Here's an example of the json cache file it creates and then uses to make the output files
Basically it's a Python script that parses all the unity prefab yaml files and blueprints, etc and dumps them into a cache file,
it then uses that data to generate the html, txt, and dot files
It actually caches as a Python pickle, but I make it emit the json too so that it's easy to read
Oh I have never worked with unity prefab yaml files... Is it fine if I ping you later for help? Need to go to classes rn
sure, I'm heading to sleep now, but feel free to leave a msg
Good Night!
i have my large farmhouses cover 3x or 4x the area for harvesting tbh. double-farmer likely can plant twice as much too given sandals.
that helps me lots speeding up farming once i ziplines without increasing population much
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.
you'd need half the area as clockwork farms, so per pair about 2 for nephs and 0.6 for seeds (or 7-9 nephs and 2.5-3 sunflower farms to max out the foundry^^).
if you cover drills from abyss on top, you'd still likely need a fermenter or two and the oil press. likely claypit too (dirt fetching). but certainly less than 10 workers that late.
they can flood? (like stop to function) or just overflow?
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 😵💫
yeah, feels like a mockery to use that for methane
i meant the actual output, not using them itself^^
They are good for hydrogen
i want to rely on them too, to lessen the farmland use before clockworks too
actually i never made hydrogen the other way.. is it worth it?
You dont really need hydrogen early on. By the time you reach airships, you most likely have unlocked the abyss exploration
Maybe on low quantity for processors?
that's interesting.. unlocking bots before abyss 🤔
i always forget about bots till much too late..
Don't think that's possible. You need some ruin stuff for phd in robotics
I always get robotics as early as possible to reduce my hauler pop
makes sense, yeah
as i play small maps it's often rather difficult to keep up the production lines for them early
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 🫣
oh, i almost did a couple of times haha
Just the amount of area needed for cultivation is soooo high
if you want to punish yourself with a challenge: https://mod.io/g/timberborn/m/under-the-beaver-dam
it's twice as big as diorama (which is possible too^^) but has more excitement around bad decicions 🙂
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!!
oh and sufficient water (diorama has almost too little water for water beavers)
yeah. there's some good ones amongst them!
I would probably try you map on vanilla factions though. Zipline of folktails would be nice going up and down on your map
Btw, how do I access the sprites to get the logo images?
assetripper i guess. to extract them from the mod
Will look into it later. I'll first play with the json that normanr has sent
how is paper mill useless ? that's the only good way to make paper no ?
Primitive paper mill*
oh, good point
Yikes! I need to widen the drainage canal for monsoons.
I had even started, ya know, to use it for waterwheels, then I got distracted and never went back.
good point 😉
That's water beavers for you XD
which part of the ENS is dragging on ?
deep water pump upgrades not allow skewers over them. would be nice if they could?
I -think- they were trying to get it with only one library so the making of the library books?
My ENS woes are my own damned fault. I wasn't making the tea the architect half needed for the blueprint.
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
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.
okay, i can triple output safely then 😉
we'll reassess later if needs be
All hail lapan the great!
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 🤔
hmm... would mess with the upgrade system 😓
too bad^^
Yeah. That's why I liked the distinction between the cooking and mech cooking house. Especially dam pieces which can be built for long term project
but i would be a shame to cover such a nice roof 😅
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.
if that halved within three days that's a shortage, isn't it? 250 beavers..
everyone should have a storage of awful stew for those situations 😅
You say this after all y'all convinced me to only use it for trade. 😛
Tbh the old great cooking tent was a nice asset iirc, and made sense for stews... Like in lore, people just passing through it way back to home, and can just drop of whatever veggies in the stew.
Hence it needs not be manned and only requires haulers
The old bar was as well nice for the current parafait
Why do we even need the aweful stew i forgot. I don't think I even cooked it once in my current play through lol
you can technically get ice blocks (5-to-1) for them
but what to do with 3.33 ice blocks per day
Aaaah. I just rushed my tree nursery, planted tons of bamboo and actually used the inhouse ice cubes!!
Parafait 😍
Yeah, that is what I am doing now. Making my own ice.
What an irony though... Aweful stew ended up help making the most delicious drink
Is the water overflowing over the dams??
Yeah, because the monsoon was more than my overflow system could handle.
I had what I -thought- was an adequate overflow.
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
Aaah classic case of not enough area for flow
Right now it is keeping up but when ebb& flow makes the monsoon super strong, then it can't handle it.
Oh I figured you can also use dams as slucies if you build dams underground and tie them with a stream gauge
Water goes over the drop and immediately drowns the dam.
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
And it doesn't stay flooded for too long
It does when your dam is in a pit. 😛
Let the pump work on overdrive. All the best hahaha
I'm considering blasting a hole for a second pump.
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?
And then my main farming valley decides to flood! /laughs
I really DO love the chaos of these two mods together.
I didn't want to complain until I at least gave it a try or three.
well, maybe, having a bypass (floodgate or two) would be sensible in real world big dams too
They have them. generally called a spillway.
okay, x5 for that 😉
polar beavers are very generous!
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.
that's 75 parfait per day? that's a lot, isn't it!
they have A lot of ice 😅
that took me forever too.. there's the side-door-things and the connector is behind them in the very middle of the building (hard to see)
Yep. But once found it makes perfect sense.
i told you, they connect in the most convenient way
LMAO
might be the culmination of architects versus mechanics
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)
but the issue in the end is that you use the drills to get dirt right ?
not really for the metal output ?
It might just turn that trading might be better than making iceblocks inhouse lol
x4 instead ?
that's nice, isn't it? a realistic option to use brambles (gmo) instead of bamboo? but both viable options?
although... more generally speaking, should we really need to be making ice blocks ourselves ? 🤔
actually it's the most sensible option for metal, if the map has limits on scraps. i like them for coal too, once demand for that grows
This is a fair point. I never really play on metal poor maps.
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)
and the need for sunflower oil i guess
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
i would throw ice blocks at idiots dropping awful stew on me too
And I do use them for metal! Uses way less manual beavers that can be subbed for bots for hauling and stuff
I was just trying to cleanup some metal in my way in Lemon Canyon and I filled 1 and 2/3 towers with scap.
in my mind that was the point too, but i'm not in other people's heads 
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
so, long story short, no reasonnable person would choose medium mine over mech drills ?
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.
In mid game medium mines are better. After bots and clockwork farms, drills are better
good, that was the point 🙂
okay
Especially if you are increasing the methane prod from the abyss
Remember, if there is a wrong (aka alternate) way to do something, I probably default to it just by my nature. /laughs
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 ?
The times I have used them, I have never had a shortage of bits.
Am not sure if 1 factory is able to keep up with 5 drills working 24hrs. Haven't done the maths. But grau did?
lowering it would safe on farmland a little. but not sure that's a big difference
But this feels like it would also help quite a bit
4.5 to 6 drill bits per day per factory depending on well-being (45+)
I guess then that's okay!
yeah, so 12+ drills should be doable with a factory
hmm... with hauler supply and wb benefits i can see a factory make 2 drillbits per day roughtly
workers go at 3x workspeed around 45 well-being. goes up to 4x slowly later
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.
But... I don't have an ENS yet either.
hmm... oh well, if it works fine then i't all good. drills never run full time anyway
There are large mines????
no 😅
Pretty close to it with my script. 😛
drills
(my brain)
I actually think of drills as large mines.
managed to run 4 or 5 full-time often during my games when things get busy..
making drill bits give you science now btw 😉
no more need for ENS science soon 🙂
So more science benefits for using drills! Yayy
I think we need someway to dump science too late game but that's not something really to feet about i guess
ENS architectural is teasing me. Punishing me for forgetting about making tea.
Just gonna go ahead with my mil science points some day
30x speed 🫣
My machine would probably crash. At 30x it drops to 1/1 fps
I'am at 953 beavers and during the day my fps for 3x drops from 50/25 to 1/1.
1frame-> everything nice and good
Frame 2-> everything flooded
Frame 3-> everything dead
Frame 4 -> everyone dead
☠️
2x is all over the place but generally around 15/10 with this many beavers. (On my old CPU)
Will need too many patiques and Exercise plaza to keep them fulfilled lol
... plazas give +3 for very little building cost
That woudl take my average to 30
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
Last time I played water polo irl, it was the late 1980s and I was in high school. /laughs
Capacity of like 100-250?
You have played water polo! I haven't even seen it play lol
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.
That would be super hard to animate lol
Abstract it. /laughs
Eh lapan is already stuffed with other projects. It was just a dumb idea XD.
I thought you were volunteering! j/k
a colosseum with naval battles and crowd cheering?
there's pretty animations for explosives and fireworks and cheering already
grand dams are still flooded. I guess no water touching the front door.
I also added a 3rd canon to help drain faster.
And now they are back online! Zero water tolerance.
If I knew how to. I sure could have lol
@shell fiber I may be misremembering, but I thought you said you were going to put zip line access back on the tree nursery?
He did that for large farmhouse only
Ah.
not sure what i'll do for the tree nursery
Ah. Okay.
placing the balloon traders right under the entertainment was a good choice - such a nice coverage 🙂
while you can put traders as compact as this.. sadly the balloons collide.. 
2 even? not just a single cross-road to have 4 together?
each balloon is 4x4.
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
does it need anything else now?
I think that is minimum, though you could do it in 3 if you don't need a lot of seeds.
Larvae are consumable, seeds are not.
difficult question, as drills come in late.. i kinda want that backup to get to airships more quickly too
likely will have to do with 2 for now and postpone airships some more
and rush for drills
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.
i usually do it like that too
6 is a good number of them
always want double on the glowing fluid line
what's odd is not having them close to attractions / food
I build 2 bugs side by side.
that passive bonus they give is huge
hmm. ziplines works for that too, doesn't it?
like guiding them along a route of balloons, statues and shiny roofs? or do they pass too fast for it to add up?
always wondered about that tbh
No clue. /laughs
Finally got my final blueprint. Duplicating then I can start building my first ENS.
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. 😛
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.
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)
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?
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?
greedy occupation above distillery too - would they really mind smelling some of the steams?
well, tbh, neither is any important 🙂
5x5
i would assume they'll disappear
originally it was working like that, but it posed the question of the source of the books, like theoretically you could burn your library down, and have let's say the copyist just recreate the library books from scratch, so i feel it's better to have the library do it, since it has the books
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
tbh: the job description of librarian does include making catalogues of books. they can get really obsessed with it
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 😊
always liked that a lot about your libraries!
comic books should be compressed into Omnibus editions for trading 🙂
they might be an American thing
oh, they are pretty standard in japan too
they take about 2 years of a comic series and reprint it all in one omnibus edition.... i work in a comicbook store
curiously i can't remember much about french comics being combined into one.. i only know them from either magazines or single volumes 
are french incredible rich people?
Gotta be my favorite way to consume comics
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?
i don't think we do that much, there is compilation of comics i know of, but it's somewhat rare afaik
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
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
can't but agree to that
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.. 🙃
Trade them
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
I just woke back up and my brain is playing more tricks than normal. Did bugs ALWAYS cost metal beams???
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
Just... my memory I guess.
got me a few times too till i started to accept it
So is it a change?
Regardless, I have plenty of beams and I just queued up another factory to make more.
I got no trees with the red beaver faction, so something was broken or missing
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.. 
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..
that balloon made me smile - it's so fun how random animations can be so scenic with this mod
Did you mean to reply to my message from yesterday? It seems unrelated.
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.
Here's the one I've been working through
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
Probably a dozen of each in various formats ..
Because enough people pay for it I guess
It always costed that 🥲
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 ?😅
if you like i can in a bit
mod.io said it's been updated, but not lists any new version. when you are ready, where do i find it for testing?
One average we put about 150 new titles on the shelf every week. It's always a combination of new ideas and old ones.... The pace that a lot of people feel is tiring or frantic is just another Wednesday for me.
@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)
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
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
sorry, i found a bug at the very last second and took it down immedately, it will be back soon hopefully
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
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)
can even do silly stuff like this using the tunnels 'wireless'
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
tunnels don't connect like that, they connect upward 😉
yeah... i figured that was an option, but oh well...
wonder how i managed to do that, maybe i just packaged the wrong thing
i know - they got a connection on the other ends
baffles me.. manifest looked clean tbh
i guess this is unintentional ?
sadly there's currently no other option.. it's a regular water source in U7 🙁
got it , so it's not just a bug. I will work 'around it'. Thx
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
Dam||n||, I was gonna use those after watching JCTheBeard's review of that finished game...
i didn't manage to upload to steam yet, i don't think i have the authorizations
i needed to ask @kind spire but i forgot 😅
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
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)
@storm gulch Some alternate simple sounds for you to try:
- 0.0.2 expanded to beavers & bots too, but tracked uniquely
- 0.0.3 tracked globally, so switching back & forth is noisy
- 0.0.4 different algorithm, just prevents overlapping playback
@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.
Huh, you should do, I’ll give it a lookie!
@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.
good to know 🙂
so my current balancing is fine
I think this might have happened to me once ... Clearly remember me trying to delete platform on giant log and the game crashed. Not sure if I was in dev mode at that time or not
Maybe I'll try a low metal map next, but I really want to finish Lemon Canyon, at least once. 😛
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
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
i'm seeing that bug too, not sure what is the reason but i'll see what i can do
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
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 !
if you not want my script for your mod - you'd have anything against me pushing a mod to mod.io to fix aquifer and abyss going bad-water / dry with seasons? (asking to make sure too what was your intention with those)
are grapes and bananas being consumed correctly? both are nearly instantly being consumed (eaten or moved to crafting?) from storage
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)
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
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
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)
i like the baths 
btw: is it intended that the giant pillar base not costs a pillar but 20 logs? (it also has no translation)
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.
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
beavers take their liquids seriously^^
Indeed they do!
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..
I don't think I could play survive that map. I really don't. 😛
still trying to figure out if it's fun, but certainly it's keeping my attention high and a real challenge
Wait, did I see hangars for balloons ❓ 😮
hangars? them zipping around randomly?
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.
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'
That part really intrigues me.
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! 😉
If the final wonder can't be built, a map is not worth playing IMO.
there's at least two spots that work for the wonder. and it's only 7x7 i think
yep, 7x7
around 14 height
Really? I thought it was a lot bigger. But I haven't built a wonder since U6 or even U5.
you really really should try to build the wonder with whitepaws at least once!
I keep getting inspired to start a new map.
That is current goal of this playthrough.
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..
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.
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
I could chop down some chestnut and pine here and put it close to my district center if I fill it with a lido.
might keep the walking shorter (there's a couple 1000 things to move)
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.
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)
I have 524 platforms. I use a lot so I make a lot. 😛
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
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?
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..
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.
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)
might fit a 2x2 voxel channel, but might spill when it goes over 4 from ebb&flow
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
A dynamite tunnel 1x1x2 could open its mouth a bit more...
Yep, we went for the same place.
that might be enough, depending on the initial wave it makes
A 2x dynamite and a platform would probably be faster and cheaper... and safer for my beavers.
might be i underestimate ebb&flow a little, but those corners give me trouble too often
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.
irrigation is kinda bugging out on me a lot in this session.. there's spots (right next to the towers) that randomly get de-irrigated 🙃
I wonder what is causing that?
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
/nods
(two different layers, both covered by different towers). no contamination at all (drought)
I have waaaaaay too many beavers so next "refreshing" weather, I'm gonna destroy all of this:
Gears, pine resin and dynmites too if you are extensively flattening. Used for strong alcohol too for sometime
First abyss will go here. And so will my first airship! 🙂
Protected from water is it??
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.
Noiceeee
My other nearby badwater had its drainage expanded some time ago... before I did the grapes there.
Dp you really need 2 harvesters??
But ebb and flow just makes seasons waaaay hard to manage 🤡
As soon as I satrt making wine, yes.
Oh you must have to s of population too right
1,066 currently.
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
I've got 17k food with htis many.
Hahahaha
You just happily building you Colony and accidentally hitting 1000+ mark
Other faction: let's build a colony for 1000 beaver!!!
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.
Hahhaha... I don't know man how you reach those.... I just subconsciously keep my beaver pop the min possible
Stuff like this: #1070709592176197642 message
and this:
I would have had built like wine cellar or GMO labs for those big projects
Or just storage houses
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.
Aaah I have 60 bachelors in agronomy last I saw XD
I have 1 in agronomy left and just got my second in metallurgy.
Foundry is making glass as we speak! 🙂
Also nearing completion of my 4th ENS.
2
1 full time on making books?
Yep. I had 1 doing library books for cycles and cycles.
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.
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
It is a work in progress. Now that it all mostly works with U7, Lapan is free to tweak and expand.
just found a sweet spot for my foundry 🙂
(have another on top of map.. but seriously that hauling would kill.. literally..)
Yeah. Am honestly surprised lapan pulled up U7 so fast after U6and got it all working!!
gn
It has been a journey!
"sweet spot"xD
sure - drills are just below and abyss right behind - no sweeter spot 😇
even has water-cooling down the stairs^^
Monsoon has hit and hit hard. We'll see if my abyss locaitons are safe.
@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?
Creeping to the edge. The abyssal elevator may just be enough to protect the shaft if it doesn't keep getting higher.
just realised all my pumps come before the water wheels.. curious how power halved within a few cycles 
seems like lemons not want to share a tile with cranes. as few as it needs of them more of a curiosity though
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.
vertical solar farm 👀
1 science point, for discovering shade
it should also cost one giant log
when you update sometimes the more groups mod slips back behind the faction on its own
the others should probably be higher in cost 😅
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
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.
it's a pain, yeah. having the GMO on 'priority' + a 'priority' storage next to it can help lots. but clay pits for example will steal enormous amounts of dirt in a tick..
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?
same. more issues with burning it when it blocks the sawmills. especially the big one when starting to spam platforms / gears from abyss factory
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
works somehow. just by the 2k storage it's always 'high-priority' and those 4 workers can lift a lot
i often use abyss storage for sawdust so i can store it without the micro
thats why i made a Giant pile for sawdust...
witchcraft !
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
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
how comes evrything is so nice and green ? where does the irrigation come from ?
with rappelling cranes should be a lot easier
what had happened??
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
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?
The underground nuclear research facility 🤫
just a side-note: 7 sequoias are too few
2 huge dams, 1 abyss, 1 sawmill, 2 hydroponic towers: took 200 days and counting..
I had the same "more Sequoias required" conclusion... I normally plant 10-12
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
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
yeah.. i realised everblossoms actually are more efficient by 20% (logs) or 40% (planks) the other day.. just it looks cool and big
Luke's weather mod. If everything is green like that then the weather is currently raining.
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.
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 😄
@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:
- 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
- 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
- Maybe shift barreled water to screwpress? Since in a sense its compressing all the water into the water barrel
- (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:
- Give balloon bonus to zipline balloons too
- 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.
- Give the hedge the Shrub bonus
- 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
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
yeaah. am honestly loving the seamstress lodge!
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
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
3x2x1 is a very useful dam building block and you can utilize more kitchens than handicrafters though.
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
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)
yeah.. The large dam just doesnt seem that good and dense option compared to deep water pump
only did test it with districts though, where it needed multiple kitchens anyway to handle distribution
it looks stunning though, just if it was a little higher
and it does eat half a source strength, so it's pretty big already
thats why i have them lol
and 2 or 3 can technically cover all water needs
just.. 5 pumps + 4 upgrades can too..
got 3 of them and they for sure arent covering my needs anywhere near tbh
oh, fancy
game crashed trying to delete giant pillar >_<!
had added a 3rd one but didnt see any significant change in water storage... added 5 pumps and bam, water is going up nicely
you can select and remove them with keyboard - just not hover the removal tool ever..
time for clockworks!
love the fact you compact them too!
i love compact builds!
(if i build high towers i usually have power + ladders between the pair too haha, often 2x2 design)
It would have saved me so much work if I had though to use them for that! It works amazingly well now that I try it.
late game is fun: you can just randomly release 1 or 2k water from unneeded industries when drought gets too long 🙂
And so it did! I even missed the warning about it.
ran out of scaffoldings for first time! abyss comes to the save the day!!
might go solar too... those 2 big wheels just don't bring the 5k needed to keep batteries up..
time to increase pop like crazy!! wish me luck
I ended up with 60 giants. So far it is enough... but I'm not making a lot that needs them yet.
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 
will still use them for the visuals and fun, just not much
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
"What even is family planning?"
pumped out the whole Valley!!!!!and 2 days more to go in the drought
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?
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.
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..
It also prevented this one way over here from working until it was removed.
it did not resolve for you either to just save&load, did it?
I didn't try since loading this save takes over 5 minutes.
well, it did certainly not work in my case and assuming it looks so similar likely not worth that time^^
To complicate things, this one doesn't cause the problem.
who knows why 
I -speculate- that it happens when two stations share a build range.
btw: not having any methane sucks.. progress basically freezes once you got to the foundry and foods and well-being goes down suddenly..
doesn't make sense i think. might just be something fuzzy about lazy loading and updating behind the scenes. maybe the beaver responsible for that is a bum.
yeah. I am pulling both gases out of the abyss.
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..
I'm on day 305. (cycle 18, day 5)
Trying to get a pilot's license.
getting mine on cycle 42 🙂
but things are starting looking industrial now (finally)
Since cycles aren't a set length, I try to go by days now.
loading screen + luke's save mod
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..
I was going to work on making the wonder... hrm...
50k science. That's why I'm not doing it yet.
49
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
I took my science ens off science and told it to make the pilot's license.
hmm.. only beaver with less than 60 is bob rn.. poor fellow with 22 only
will be done fast enough
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
with dirt trade it's finally possible to work around fine for 200-300 beavers
if I wasn't short some materials.
got them mostly all covered with tea and green and brown stews
why not prepare those first and have the ENS actually work for you?
Other things kept taking the brain salts, paper, and pencils.
had 90% of things needed for the second license before starting the first haha
abyss and such?
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.
I had a production chain crash when my beavers weren't chewing enough screws for my presses and I ran out of sunflower oil.
those hurt, yeah
I wish there was a better way to separate those out early game.
might be worse than methane blocking all stew lines and drill bits running out for a few cycles..
totally did not expect solar power to rely on the beaver!
800hp output for one is huge!
Solar is the way.
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
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
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
found a perfect solution for my dirt logistics: just periodically flush a claypit few times a day and there's plenty chance for others to collect dirt 🙂
Genius
Impatience won. I made a second exploration balloon for sky points.
tbh: if map is not too small i usually get 6+ balloons and have 3-4 make explorations by the time ENS comes up
since i always want all 6 airships and fast !
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?
Apparently Solar Panels are modified Beaver Wheels, so they benefit from the walking speed bonus
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!
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 
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
please ignore the additional mods - should work without any of them
just diorama with some pillars placed in different combinations
@shell fiber
thank you !
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..)..
Yeah, these guys need to bathe so frequently because literally everything is covered in sticky tree sap
I also lost patience waiting for the 50K science, so I left my game running and went and binge watched some Star Trek. When I came back my airship was on mission and I had 60K science! Yay!
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
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.
admits I installed Automation, so the Floodgate Dams can automatically react to badtides
yeah. with automation seasons become unnoticeable basically. at most things slow down a little
since we don't have sluices and I kept forgetting at least one of the ones that needs to move
I have automation but I currently only use it for my drill scripts.
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
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)
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)
Long deep underground overpressure tunnels are so much fun.
if you add a little backflow and a minor drain (~10% or less) it can even pulse, like a geysir
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
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
60K science and a deep hole full of water...
"And so it begins!"
or not. I need a bigger hole.
This was 6x6
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
I'll try that
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
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
Yeah, I had to do 1 row of dynamite, but it placed!.
Thank you for that suggestion.
had a similar issue before^^
It was too bad you can't do a badwater "Fountain of Despair" (this was greedybuilders, so we had both faction's monuments)
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 🎉
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
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
Luke's skyblight would make the wonder impossible.
bad rain without the rain, isn't it?
sota.
you'd have to use the irrigation water guns to extract the badwater back out of them
I haven't tried it in any game yet.
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..
Rain currently doesn't have ground collision, so it goes underground.
The whole colony on stilts.
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
@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)?
it doesn't even connect paths, does it?
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
@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.
yeah.. had to consider upgrading to big bad pumps for those.. but i resisted!! haha
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)
broken since U7
bananas are 'cut' by lumberjacks. must be marked as such. sometimes it's buggy
shrubs are sadly missing, yeah
dancehall too
🤦 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.
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
and you can convert them with banana into parfait -> gives multiple times the amount of happy beavers
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
https://darkskies.za.net/~norman/timbertrees/u7/enUS_Whitepaws.html is very helpful in figuring out where a resource might come from
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
normanr did it about a week ago: #1070709592176197642 message
So yes, big TY to them
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.
do the lumberjacks reach them?
they only can enter through the doors technically
might be bugged though
cool use of the tree nursery side door!
yeah, many missing labels again. lapan's been adding / adapting so many things recently
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.
feel free to remind me about missing / broken descriptions, my brain is about as watertight as a strainer so i just keep forgetting, but there's an odd chance you catch me when i'm two clicks away from being able to fix it, at which point i do.
like right now
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
wasn't there someone working it over at this time?
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
ah, someone had told me about that before, I had completely forgot.
fixed now
removed the thing that made it block when there is bad water
mostly because it kicks the beavers out
which i didn't expect it woudl
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
the levee itself must be placed on ground too. not works on an overhang (sadly)
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
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
ah. That would certainly defeat your intent
but the log levee is intended to be very restricted
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.
it's a very common way to use them for me
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
Even if the water beavers might not quite be up to making a crime against gravity like Loretto Chapel
oh, i do. or did. got tamed pretty much..
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
it's kinda very scenic when they do
might have accidentally removed the wrong ones in my games at times (too often)
did not for me either. tested it with the current game and hoped, but sadly not after many cycles ..
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
yeah, and brambles do so very gladly 🙂
as long as you not mark space for something, yeah
yeah, I unmarked the lotus once it was planted, hoping.
i know it's kinda a cheat, but i often just mark for 'rice' or 'lotus'
stops the brambles good
I usually build fences or hedges
that's cool!
i stopped when i realised they not have to be fully build, but can be paused too
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
not really an issue to me, if i could make it so that it naturally stick only to cliffsides, i would
actually maybe i can
I meant levees
I just thought you had a block that did a "next to terrain" requirement, and had never noticed it didn't actually require that 🙂
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)
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)
Does https://darkskies.za.net/~norman/timbertrees/v0.7/enUS_Whitepaws.html show all of these? i.e. if you search for "Untranslated".
yep, each and everyone of those but the (dev-mode) abyss replacement..
darn.. that would have saved time^^
what it does not see is missing descriptions or flavor texts it seems
correct
but here that would not make much difference as it's mostly the display names or plurals
btw, it's misspelt BarelledWater (and not correctly spelt as BarrelledWater)
and the "Barreled Water" good is also misspelt (apparently both Barreled and Barrelled are acceptable)
@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.
Showoff! 😛
just never put any cuttable tree below it .. (or bamboo..)
i don't know what to do about the crane, i might have to rework it
i fixed the missing text entries
not sure that's needed. just a warning might do imho
goddamit "barrelled" vs "barelled" vs "barreled" vs "bareled" 🤣
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
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.
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.
if it was easy to allow: having a skewer go under terrain that way would be awesome!
platforms can from below, but there's nothing that can from the side, or is there? (never used the side overhang yet)
The Programmers' Credo: we do these things not because they are easy, but because we thought they were going to be easy.
i wasted so many weekends on 5-minute-tasks like that..
(with aplogies to JFK's famous speech)
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
trying to make a volcano next. and this needs a dramatic 'boil' of sorts.
pretty proud of this and it working almost identical with free flow or without
most regrettably can't place an abyss in the middle of flowing lava (yet). those force ground-to-bottom grrr
Getting to be kind of a tight fit...
Hope nobody slams into an obstacle while riding that high-speed zipline
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
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?
Gotta say, the art is beautiful though:
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 🙂
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
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.
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...
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?
ah, yes, but that is a separate mod
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.
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
hurray ! thanks @radiant arch for the fix 🙂
'above ground' just indicates it's put on triangle roofs. like any regular upgrade would.
the weird part is how the pipe need to reach 1m below entrance level - like you need to apply one dynamite behind the triangles
Bye JC or someone else with a gold beaver!
Oh and I think the fertilizing bath works on Lotuses 😁
Thanks! The description didn't mention that it was a "two adjacent triangle roof" upgrade, nor did it have the little red icon those usually do.
i'm building a monstrosity again 😅
Not gonna lie, this is a clusterfuck to animate 😅
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???
having any logic for "% come through" in this game would be sooo cool
sadly it not exists right now
(for all i know)
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..
maybe something like the ingame pump which sucks up water from one side and dumps it to other?
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??
it's just how much it allows till it overflows
it's buggy too
if there's a wave it will drain deeper even
if anyone knows a fix i'd love to know
and the mod is supposed to not have easy dams :P
I think that's the intended behaviour though, not buggy
likely is.. it's just so silly to have a drought kick in and dams be cleared down to 0.08 or something when floodgates go up
needs a little extra pressure. like strength 3 or more
