#Water Beaver Overhaul

1 messages Β· Page 51 of 1

radiant arch
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to make the wave

cloud flax
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ooooh i think i get what you are saying

radiant arch
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how deep it clears depends pretty much on flow strength

cloud flax
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i just didnt notice cuz that dam is like 4-6 tiles deep...

radiant arch
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yeah, or you had a straigth river

rapid trench
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sounds like poor planning on the player's part to me, my setups aim to have low steady state water speed, which avoids the problem (e.g. use water cannons with whitepaws)

cloud flax
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damm, i got an area which has like 20+ water strength.... how am i gonna get steady state :')

radiant arch
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i love single water wheels going to 2k haha

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(or 5k. my best so far)

cloud flax
radiant arch
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a large one, yeah

rapid trench
radiant arch
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the medium was like 1.5k or so

cloud flax
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but stillllll!!!

radiant arch
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with 20+ you can split evenly. a 6-wide river might do fine. or split into 2+3+2 or something

cloud flax
radiant arch
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oh, and recent learning: take power first, pumps after.. had a bad time with the wrong order πŸ˜…

rapid trench
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but tbh I don't see how you're not getting enough power from nuclear + abyssal, unless your colony is 20k+ population or something else absurd like that, in which case congratulations for having a great pc

radiant arch
cloud flax
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okay i severely underestimated it.... its 45 water strength in this reservoir.... 18 from left near dam, 4 from middle, rest from the right part

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this is my bad tide diversion system XD
During droughts, the 3 floodgates are at height 1 which perfectly allows water to just flow over the flood gate but not spill over the big dams. during bad tide those 3 get down to 0 and divert all water to the channel at top

radiant arch
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so you use the outflow limit per voxel to limit source strength with floodgates?

cloud flax
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am not capping any source. am capping how much can go out of the reservoir from the top channel using voxel limits

radiant arch
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ah, okay

rapid trench
cloud flax
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how will i channel and isolate the bad water? my pop will go through the roof trying to dam and control it individually

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and i got another Big ass reservoir

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Looks like a simple tree farm doesnt it??

radiant arch
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if i not need the flow power i usually pressure-seal sources off so they can't contaminated any much

cloud flax
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just few layer below it :P

rapid trench
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fine I guess, looking at the sources I think they could be enclosed with something like 30-50 population worth of buildings though, if you're willing to use some strategically placed dirt blocks and levies

rapid trench
cloud flax
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how do you even pressurise the source??

rapid trench
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closed from all sides so that there is no escape for the water

radiant arch
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seal it into a channel and put a floodgate in front

cloud flax
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distribution of the sources. and they are not even on same levels

rapid trench
cloud flax
radiant arch
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that's a nice map to force some creative ways to deal with it

radiant arch
cloud flax
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can we build over water sources??

rapid trench
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I remember pressurizing the ones at the bottom of beaverome craters, I think they were worse, though I was not playing whitepaws then

rapid trench
radiant arch
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sure, if it's supported from the sides

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i usually spam a few dozen dirt blocks before abyss reactor

rapid trench
radiant arch
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i love using a couple of drills

rapid trench
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pass-through lodges give you 6 horizontal blocks for 3 pop, good enough for me

radiant arch
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i'm too obsessed with playing minimal population (from playing too small maps usually)

rapid trench
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fair, I haven't tried small maps with whitepaws yet

cloud flax
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used this to close off the original outflow channel. looks nice!!!

cloud flax
radiant arch
cloud flax
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but yeah feel like blocking off a source completely just feels like a bit of cheating

radiant arch
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but with resent rebalancing the shortage on water is less struggle i suspect

cloud flax
radiant arch
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did finish it on U6 adding a whole layer of platforms and settlement on top of the map

radiant arch
rapid trench
cloud flax
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build order dependent

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cuz the dirt block above it is only supported by levies

radiant arch
rapid trench
radiant arch
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can do as long as there's free space on the one with the entry pointing to

cloud flax
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i dont think i wanna stress myself trying to play WB on small maps... i dont think i'll have a proper colony even if i have dev mode on XD

rapid trench
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I might try it when I run out of all other ideas, I think, but that's not for a while yet

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haven't even done a hard difficulty whitepaws run, let alone ultrahard

cloud flax
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works!

radiant arch
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diorama

cloud flax
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oooooh i remember this colony!!!

radiant arch
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top view with wonder

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had to use a water cannon on the abyss outflow to build a pool for the wonder

cloud flax
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did you use the only abyss for power and not abyss factory??

radiant arch
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not sure i had to use quadruple terrain bounds to allow to plant those big trees at that height

radiant arch
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there's 2 or 3 hidden behind the bamboo

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and 1 next to the badwater source

cloud flax
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am asking how did you manage hydrogen and other abyss outputs??

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rather than the power

radiant arch
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micromanaging..

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only one gas extractor

cloud flax
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can you place power module over that??

radiant arch
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waiting on the foundry to power up again..

radiant arch
cloud flax
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OMG!!! i didnt know that

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i was like either use it for factories or for power....

radiant arch
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that would be super mean on maps with only one abyss!

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it's bad enough already tbh

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sadly those platform hacks no longer work. more space requirement for hydroponics. and they force ground-contact now

cloud flax
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i know! but its water beavers... i had already expected that. but lapan the great can still be bit lenient πŸ™

rapid trench
radiant arch
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the way i did no longer works as platforms can't go beyond 2 from the support

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and giant pillars force ground contact - in this U6 game i could put them on platforms still

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as hydroponics are 5x5 it is difficult to put them on compact towers other than using mega platforms, isn't it?

rapid trench
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oh, yes, I understand, though my plan would've been to just have multiple layers of mega-platforms, I think, each layer basically doubling the map area

radiant arch
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if you can endure the wait for the material sure

rapid trench
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I guess I'll have to try and see if I can, probably not my next playthrough tho πŸ˜‰

cloud flax
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gonna test how many i need to support 1000 beavers

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adding another cabbage and rice for now

radiant arch
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playing with additional water sources for my maps - drought resistance, always clean, always bad water -> so many new options to play with πŸ™‚

radiant arch
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half the space need in hydroponics

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oh, appears you cover around 600 beavers with bananas from a single greenhouse if using parfait

cloud flax
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in process of designing a stadium! (and as well provide well being boost to those lazy beavers)

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tbh lemonade stand would have made for a really nice team standby area!

cloud flax
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and the design is done!!!

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now just need to actually make it without using the dev mode >_<!!!

stiff flint
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Some of the "good looks" from the Treasure Island map.... I tried not to obliterate the contours of the map. Everything is stable but I think i'm pulling water faster than the map provides it so the bad water levels off shore are rising slightly every cycle.

wary panther
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This aqueduct bridge segment is disappearing when I load from a save:

crisp parcel
radiant arch
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@shell fiber the issue with the map reader wasn't with power shafts - was just me having an old version of the map reader mod πŸ™‚

radiant arch
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ok.. just tested it.. your map reader mod is likely broken with any faction but whitepaws it seems.. tested the old version.. sorry!

cloud flax
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and the terraforming begins.....

shell fiber
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it's basically a on/off system, if your target is 0.65 it stops water until a height of 0.7, then lets all the water flow though as if it wasn't there, then once (if) the level drops under 0.6, it becomes watertight again.

i actually wanted to do as you said, but alas, no bueno.

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also it can't be just a thin wall, because the entire voxel becomes watertight in all directions, hence the current design.

eternal tulip
shell fiber
rapid trench
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I don't fully understand what exact change is being suggested here, but I very much like how they work and look now; personally I think only maybe having a 2nd tier upgrade for 2.65 height would be nice, but besides that they're very well thought-out imo

radiant arch
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this time using the current version^^

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only bamboo and lemons are added from plants as the others not match the faction. lemonade stand is using FT version as that works fine

shell fiber
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i've been spending a little bit too much time on a certain monstruosity

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but... it moves now πŸ™‚

radiant arch
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awesome!

shell fiber
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not gonna lie, i'm pretty happy about it πŸ™‚

shell fiber
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now that i think about it, such an advanced cooking machine would not require...erm... "combustible" πŸ˜…

radiant arch
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wouldn't surprise me to find a beaver fell into it at times

shell fiber
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fell ? no, that would be a very foolish accident.
the walkway is made specifically to prevent small kids and stupid adults from falling in.

but the claws don't have eyes πŸ˜‡

wary panther
# wary panther This aqueduct bridge segment is disappearing when I load from a save:

Looking into this some more. Player.log has a line

Loaded BlockObject Aqueduct_Bridge(Clone) at (73, 169, 10) is not supported by terrain physics. Deleting it.
But... it's supported on buildings on both ends (Badwater pump on one side, Elbow Aqueduct segment on the other. And that seems to be the intent (it doesn't even allow it to be built if I try to add a platform supporting the middle span, which would defeat it being a bridge anyway)

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So I'm not sure what I'm missing about what kind of support that segment wants...

cloud flax
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I believe it needs a aquaduct segments on both ends

radiant arch
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on steam a commenter said the current timbercommons version breaks whitepaws

cloud flax
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its been fixed

radiant arch
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not sure this is about wrong timberborn version or something related to whitepaws

cloud flax
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ask them to resubscribe to timbercommons to force update the mod

radiant arch
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so was more about timbercommons patching for a change in timberborn?

cloud flax
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was sad when my timberborn didnt work last night. forced me to actually focus on work

cloud flax
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planning something evil underground 😈

woeful sun
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btw, #1283367971280126087 will show you when mods are out-of-date and allow you to trigger their update.

cloud flax
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Deep underground beaver jail with beaver torture chamber as all jailed beavers see the horrors of beaver washing machine! just walking down the staircase looking at the cursed contraption will put the fear of god in your mind!

cloud flax
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114 well being with over 1000 beavers!!

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and reaches 115!

cloud flax
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Am wondering if rpg games could lead to painted beaver tails. Each pattern determines their role! Just a food for thought

stiff lily
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Adding Clockwork Controllers to the drills was cruel SadIT Makes the Tree Nursery harder to get to

wary panther
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You can also just trade salt for dirt with the Ironteeth and 6 trips will get you to the tree nursery

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if you want to do the tree nursery before the ENS

heavy spruce
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Just how do you build the small aquifer pump? It looks like it needs to go on something?

heavy spruce
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The water source was producing bad water during bad tides, and not working during droughts for me.
Was the patch already added to the latest WB update?

If so, then maybe it is clashing with Moddable Weather?

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The power output is the squares 3/4 of the way up the abyssal nuclear reactor. It took me a long time to find them too...
A note in the description to say "power is output (by the water outlet) at the height of the top of the green ball", would be nice

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Had that issue too with harvesting bananas, all the trees were full of bananas, but none were being harvested...
Marked them for cutting, placed a harvester and a gatherer, marked the land for cutting, then put the greenhouse

It started working after a patch, Thanks!

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Has delux stew been depreciated? There's still the need for the deluxe stew in wellbeing, and the hand of soup can store it, but the recipe to make it is missing...

Similarly, dance hall and shrub?

radiant arch
radiant arch
radiant arch
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there's no dance hall or shrubs, no

heavy spruce
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How difficult would it be to make the water cannon the fast travel method for the beavers?
Put the water cannon building on the superfertilizing tower bath, increasing its size to a 6x6, then shoot the beavers to the flag, which has to be in the pool of another water cannon fast travel building.

radiant arch
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could also make wells a random teleporter haha

heavy spruce
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found a spot

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Thanks

heavy spruce
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I see how it works now, it creates a watersource at the end of the spout!
Great, needed irrigation there for the tappers, just made a 3x3 watering hole under the building.
Will it keep it full? As in, will the end of the nozzle work like a source block and keep the water from flowing off the map?

radiant arch
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the nozzle shouldn't be water blocking, no.
currently it will not contaminate with bad tides i believe. however it will run dry during drought. not sure if lapan will change this however

heavy spruce
dusk compass
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I liked the ENS making the deluxe stew, it's like it's the pinnacle of culinary education

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Though it would be fun if the delux stew needed a "cordon bleu" certification from the ENS to build the building that can cook anything including the delux stew.

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Call it "Chez Van Damme"

cloud flax
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sadly no clue about the reference.... what is it?? sounds fancy

cloud flax
cloud flax
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time for some beaver chess?

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had to break my brain to figure out the pieces

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gonna make quite a few variants!!

heavy spruce
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has something happened to the badwater pumps by the way?
Since the last small upgrade theyve stopped bringing in any badwater.
Theres power connected to the plug by the doorway, but the %dosent increase & my bad water stocks only decrease
Maybe its a sidefect of 2.2k beavers and 1k bots…

cloud flax
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did you update the mod to latest version?

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it should fix that cuz last version it had broke

heavy spruce
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I update it whenever it says theres an update, was the update very recent?

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if it was the September 1st update, then I did.

cloud flax
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hmmm weird... power input is in right place right? also are you talking bout the small bad water pump or the big bad water pump(mechanised one)?

heavy spruce
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The mechanised one

cloud flax
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it needs the power input

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on the left side

heavy spruce
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Power shouldnt be an issue

cloud flax
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does it connect there??

heavy spruce
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yes

cloud flax
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the connection was at back iirc

heavy spruce
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Theres two power connection points, 1 at the front and 1 at the back

cloud flax
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damn, never noticed that. does it show it has power input?

heavy spruce
cloud flax
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like in building, is it consuming power

heavy spruce
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200/200

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All my badwater pumps, plugged in back or front, aren't producing

cloud flax
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demolish and rebuild maybe... not sure cuz all of mine are working and only difference is all of mine are connected on back

heavy spruce
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I only have the mechanical ones

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I just built it 5 mins ago

heavy spruce
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Pluged in at the back, there's a full tile of badwater above it that is all 100% contaminated

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and always 0% progress

cloud flax
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Try priorities by haulers and see once

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If not I'll unsubscribe and resubscribe the mod once and restart the game

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Cuz this exact issue lapan fixed just last update

heavy spruce
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I have over 600 hauler bots, a large portion of which are always on standby...

heavy spruce
heavy spruce
radiant arch
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my game currently has 2 bots - but lacking material is still waiting for the standby area πŸ™‚

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hmm.. do bots actually offer any benefit over beaver haulers this late in game?

cloud flax
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mine is hidden underground. i could make more but just dont see the need

radiant arch
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yeah, but do they use it any much at all?

cloud flax
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150 kg....

radiant arch
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i know. versus 44 or so regular

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but most times i see them haul 10 or 20 at once

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can't really think of much outside foundry and big sawmill that has this kind of output really?

cloud flax
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emptying resources, moving materials from the drills and storages they speed it up

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atleast imo. and they work 24 7

cloud flax
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The Beaver chess my seem fun but for the underground researchers, its a deadly way to resolve disputes... its said that the gameboard is dyed red not from bad water contamination but the blood of the unskilled of underworld

radiant arch
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WIP but playing with a well for map making (please ignore the temporary model)

it's like a water source, but irrigation only πŸ™‚

(it will spill a little during monsoon^^, drain actual water otherwise - most during drought)
(irrigation range does vary depending on season or mods much like source strength would!)

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next step would be adding contamination

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and i kinda would like to make it a secret passageway - like each well on the map is connected to each other, but at shorter distance than walking would
if i can figure out how to code that part..

cloud flax
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so you do really want a well teleportation XD

radiant arch
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not really related to water beavers, but kinda water related so just posting it here^^

cloud flax
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but that looks cool!!!

radiant arch
woeful sun
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Can you show the same screenshot at layer 50

heavy spruce
cloud flax
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Btw what was the movement speed bonus for ziplines?

radiant arch
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config says 0.05 cable cost (from 0.4 with folktails ~ 2.5x walking speed)

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walking speed bonus might apply on top

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so a beaver with 2.0 walking speed would technically go at 40 zipline tiles per 'step' -> bots should be around this fast i guess?

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but not 100% certain bonus is applied on ziplines. only know they ignore water effects.

cloud flax
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has airship placement rules been modified?? am not sure whats obstructing here

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ooooh it cannot be placed on ground!!!

shell fiber
cloud flax
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anyone else facing the issue? πŸ‘€

radiant arch
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there's something broken with a workshop / manufactory?

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also still many missing keys:

The given key Lapantouflemagic.DoubleRopestairs_Reverse.DisplayName was not present in the dictionary.
The given key Lapantouflemagic.8WayCornerOverhang.DisplayName was not present in the dictionary.
The given key Lapantouflemagic.8WayCornerOverhang.Description was not present in the dictionary.
The given key Lapantouflemagic.OverhangSquewer_Long.DisplayName was not present in the dictionary.
The given key Lapantouflemagic.OverhangSquewer_Long.Description was not present in the dictionary.
The given key Lapantouflemagic.OverhangSquewer_Short.DisplayName was not present in the dictionary.
The given key Lapantouflemagic.OverhangSquewer_Short.Description was not present in the dictionary.
The given key Lapantouflemagic.PowerShaft_Stackable_HorizontalT.Whitepaws.DisplayName was not present in the dictionary.
The given key Building.PowerShaftUpward.DisplayName was not present in the dictionary.
The given key Building.PowerShaftDownward.DisplayName was not present in the dictionary.
The given key Lapantouflemagic.Lapantouflemagic.BalloonLandingPad.DisplayName.DisplayName was not present in the dictionary.
The given key NaturalResource.Brambles.DisplayName was not present in the dictionary.
The given key NaturalResource.WildBrambles.DisplayName was not present in the dictionary.
The given key NaturalResource.Everblossom.DisplayName was not present in the dictionary.
The given key NaturalResource.Giantbamboo.DisplayName was not present in the dictionary.
The given key NaturalResource.Pine.Whitepaws.DisplayName was not present in the dictionary.
The given key NaturalResource.ChestnutTree.Whitepaws.DisplayName was not present in the dictionary.
The given key NaturalResource.GiantSequoia.DisplayName was not present in the dictionary.
The given key NaturalResource.BananaTree.DisplayName was not present in the dictionary.
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might be a recipe definition either is missing or broken

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might only happen if a certain building is present or a certain recipe is selected

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like did you have the ENS set to make deluxe stew?

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that's the one i would suspect the most (given it worked all on lapans side)

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@cloud flax might be you can 'fix' this by loading with old version, setting ENS to something not deluxe stew and test again with new version?

cloud flax
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Would need to do it using modio version right?

heavy spruce
cloud flax
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maaaan even them not built, it still looks sooooo cool!!!

radiant arch
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glad it worked out

cloud flax
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thanks for helping out man!!

cloud flax
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finally got built in the 99th cycle!

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and another reservoir expansion.... nothing is gonna go wrong BeaverHello

cloud flax
heavy spruce
# shell fiber

When I try to load my 4.2k beaver, 666bot map, im getting an error;

#
v0.7.10.8-1ec3a71-sw
NullReferenceException: Object reference not set to an instance of an object
System.Collections.Immutable.ImmutableArray`1[T].get_Length () (at <6bb08d37de124a778ca2954872cc5e3e>:0)
System.Collections.Immutable.ImmutableArray`1[T].IndexOf (T item) (at <6bb08d37de124a778ca2954872cc5e3e>:0)
System.Collections.Immutable.ImmutableArray`1[T].Contains (T item) (at <6bb08d37de124a778ca2954872cc5e3e>:0)
Timberborn.Workshops.Manufactory+<>c__DisplayClass56_0.<Load>b__1 (Timberborn.Workshops.RecipeSpec recipe) (at <ccbb737bc1434b8ab1730a6a52c3d25f>:0)
System.Linq.ImmutableArrayExtensions.SingleOrDefault[T] (System.Collections.Immutable.ImmutableArray`1[T] immutableArray, System.Func`2[T,TResult] predicate) (at <6bb08d37de124a778ca2954872cc5e3e>:0)
Timberborn.Workshops.Manufactory.Load (Timberborn.WorldPersistence.IEntityLoader entityLoader) (at <ccbb737bc1434b8ab1730a6a52c3d25f>:0)
Timberborn.WorldPersistence.WorldEntitiesLoader.LoadEntity (Timberborn.WorldPersistence.InstantiatedSerializedEntity serializedEntity) (at <8e8736bcd8e7410aa61daf77599fb210>:0)
Timberborn.WorldPersistence.WorldEntitiesLoader.LoadEntities (System.Collections.Generic.IEnumerable`1[T] instantiatedSerializedEntities) (at <8e8736bcd8e7410aa61daf77599fb210>:0)
Timberborn.WorldPersistence.WorldEntitiesLoader.LoadNonSingletons () (at <8e8736bcd8e7410aa61daf77599fb210>:0)
Timberborn.SingletonSystem.SingletonLifecycleService.LoadNonSingletons () (at <37714495c7b34fbf87491c89893567c4>:0)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Timberborn.SingletonSystem.SingletonLifecycleService.LoadAll_Patch1(Timberborn.SingletonSystem.SingletonLifecycleService)
Timberborn.SingletonSystem.SingletonLifecycleUnityAdapter.Start () (at <37714495c7b34fbf87491c89893567c4>:0)
#
MapResizer: Map size changed: (78, 78, 90) - (78, 78, 100)
The given key Lapantouflemagic.SevereInjury.DeathMessage was not present in the dictionary.
The given key Lapantouflemagic.MechanicalComputerFancyBlueprint.DisplayName was not present in the dictionary.
The given key Lapantouflemagic.MechanicalComputerFancyBlueprint.PluralDisplayName was not present in the dictionary.
Number of threads: 7
Shader 'Standard': fallback shader 'VertexLit' not found
Too many atlases loaded (2)! This should not happen. Exit game to print usages.
The given key Lapantouflemagic.DoubleRopestairs_Reverse.DisplayName was not present in the dictionary.
The given key Lapantouflemagic.8WayCornerOverhang.DisplayName was not present in the dictionary.
The given key Lapantouflemagic.8WayCornerOverhang.Description was not present in the dictionary.
The given key Lapantouflemagic.OverhangSquewer_Long.DisplayName was not present in the dictionary.
The given key Lapantouflemagic.OverhangSquewer_Long.Description was not present in the dictionary.
The given key Lapantouflemagic.OverhangSquewer_Short.DisplayName was not present in the dictionary.
The given key Lapantouflemagic.OverhangSquewer_Short.Description was not present in the dictionary.
The given key Lapantouflemagic.PowerShaft_Stackable_HorizontalT.Whitepaws.DisplayName was not present in the dictionary.
The given key Building.PowerShaftUpward.DisplayName was not present in the dictionary.
The given key Building.PowerShaftDownward.DisplayName was not present in the dictionary.
The given key Lapantouflemagic.Lapantouflemagic.BalloonLandingPad.DisplayName.DisplayName was not present in the dictionary.
Shader 'Standard': fallback shader 'VertexLit' not found
Shader 'Standard': fallback shader 'VertexLit' not found
First uncaught exception at 2025-09-13 11:33:43Z
#

System.Collections.Immutable.ImmutableArray`1[T].get_Length () (at <6bb08d37de124a778ca2954872cc5e3e>:0)
System.Collections.Immutable.ImmutableArray`1[T].IndexOf (T item) (at <6bb08d37de124a778ca2954872cc5e3e>:0)
System.Collections.Immutable.ImmutableArray`1[T].Contains (T item) (at <6bb08d37de124a778ca2954872cc5e3e>:0)
Timberborn.Workshops.Manufactory+<>c__DisplayClass56_0.<Load>b__1 (Timberborn.Workshops.RecipeSpec recipe) (at <ccbb737bc1434b8ab1730a6a52c3d25f>:0)
System.Linq.ImmutableArrayExtensions.SingleOrDefault[T] (System.Collections.Immutable.ImmutableArray`1[T] immutableArray, System.Func`2[T,TResult] predicate) (at <6bb08d37de124a778ca2954872cc5e3e>:0)
Timberborn.Workshops.Manufactory.Load (Timberborn.WorldPersistence.IEntityLoader entityLoader) (at <ccbb737bc1434b8ab1730a6a52c3d25f>:0)
Timberborn.WorldPersistence.WorldEntitiesLoader.LoadEntity (Timberborn.WorldPersistence.InstantiatedSerializedEntity serializedEntity) (at <8e8736bcd8e7410aa61daf77599fb210>:0)
Timberborn.WorldPersistence.WorldEntitiesLoader.LoadEntities (System.Collections.Generic.IEnumerable`1[T] instantiatedSerializedEntities) (at <8e8736bcd8e7410aa61daf77599fb210>:0)
Timberborn.WorldPersistence.WorldEntitiesLoader.LoadNonSingletons () (at <8e8736bcd8e7410aa61daf77599fb210>:0)
Timberborn.SingletonSystem.SingletonLifecycleService.LoadNonSingletons () (at <37714495c7b34fbf87491c89893567c4>:0)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Timberborn.SingletonSystem.SingletonLifecycleService.LoadAll_Patch1(Timberborn.SingletonSystem.SingletonLifecycleService)
Timberborn.SingletonSystem.SingletonLifecycleUnityAdapter.Start () (at <37714495c7b34fbf87491c89893567c4>:0)```
heavy spruce
woeful sun
#

Also logs are way more readable if you enclosed them in ```

#

```
like this
```
produces:

like this
shell fiber
#

goddammit

#

i don't have time to mod until sunday

#

do many people have this bug ?

radiant arch
#

likely anyone who had an ENS set to produce deluxe stew

#

wouldn't assume many did

shell fiber
#

okay, just rolled back steam update

#

i'll deal with this tomorrow

woeful sun
#

I have a vague thought that the devs had put something in to fix this sort of error (specifically when recipes got removed from manufactories).

#

oh, wait this is something that More Mod Logs would tell you,

#

recipe.BackwardCompatibleIds is null

#

So as long as you define BackwardCompatibleIds (as empty) for all the ENS recipies, then it should be able to load safely.

cloud flax
heavy spruce
woeful sun
dusk compass
# radiant arch wouldn't assume many did

FWIW I definitely had an ENS on deluxe stew - once you're done with the science points and you don't have enough production capacity for processors to be consumed the stew's the only sensible option.

#

IMO tweak the recipe to "deluxe stew leftovers" and make them consume deluxe stew, everyone's gonna switch off.

stiff lily
#

I take back my previous feelings about rope production in the early/mid game potentially being a bit harsh. Especially with ziplines now being in the mod, it means you have to make conscious decisions about what to spend your resources on and not just slap it all together. I think it’s fine as is LoveIT

shell fiber
#

pushing a new update now, should fix the issue with the crash due to removing an active reciepe

shell fiber
shell fiber
#

loaded !

#

feel free to crash-test it πŸ™‚

plain kite
#

The clockwork Kitchen does not require power ? ThinkingIT

heavy spruce
heavy spruce
heavy spruce
#

Power plugs in under the building, underneath that barrel looking thing

#

two tiles across and two tiles up

radiant arch
#

water beavers: masters of hiding the plugs!

shell fiber
#

the power shaft extension mod is also quite conveninent for thatπŸ˜‰

heavy spruce
shell fiber
#

probably the smurfs πŸ˜…

heavy spruce
stiff lily
#

I'm getting a weird issue with the ENS trying to research the Bachelors of Agronomy. The workers keep bringing sawdust in, but then taking it straight out. I've tried pausing every other building that's consuming sawdust, tried prioritising by haulers, but they keep taking it out of storage to the ENS then straight back to storage... What am I meant to do? SadIT

shell fiber
stiff lily
#

I've tried marking all the storages as "empty" and they still refuse to bring it in πŸ™

#

Anything I can help with?

shell fiber
#

it's a base game behavior

#

you can fix your own game easily but you're definitely not the only one with that issue

#

basically the agronomy bachelor consumes sawdusts, the deprecated reciepe makes sawdust, that makes the game glitch

stiff lily
#

Now I'm even more intrigued 🀣

#

So the same building can't consume something it also produces?

shell fiber
#

yep, even across different reciepes

#

hence the copyist / artist shenanigans for blueprints

#

i'll just make the deprecated reciepe consume one sawdust for nothing rather than make sawdust and that should be good

stiff lily
#

I found where to fix it. Works now LoveIT

stiff lily
#

The Mechanized Kitchen House says it can function without workers but it doesn't seem to

shell fiber
shell fiber
astral valve
#

Hi, how can I make my lumberjack harvest bananas? I have them planted inside the greenhouse and they're marked for cutting

shell fiber
#

hmm... i still can't remember what was the issue with this damn thing

#

i'll try to figure it out

astral valve
#

No rush, it's a minor issue tbh

shell fiber
#

i think i have found a solution to the log levees

#

a slighly better one that the existant

#

also that will allow me to improve the primitive mine, medium mine and mechanical drills

#

until now they relied on terrain being a 2D height map, but that is no longer true, and can cause issues.

#

but the game now let me make bloc occupancy that say "this block must be dirt"

#

i would need some people to crash test to see if the new log levees can seamlessly replace old ones, of course i'll do my own testing, but just to be sure

radiant arch
#

sounds fun!

#

basically you want to enforce the tiles behind to be all ground and get rid of those flags?

#

all mines / drills that 'cheat' will just vanish and that's it basically, isn't it?

shell fiber
#

the flags are on dirt, but the dirt is on platforms ?

#

yes, i think those would vanish

radiant arch
#

mines same: only very few tiles need to be dirt. air is fine for most

shell fiber
#

the 1x1 log levees got replaced just fine

#

i think the medium mine won't change much though

radiant arch
shell fiber
#

under the fences should probably be dirt i think πŸ€” although i can see what you mean

#

maybe i'll rework it a little bit to make it more versatile, while at the same time keeping the "buried" aspectπŸ€”

#

right now i'm just enforcing dirt on the 3 colums immediately behind the mine entrance

#

maybe i'll make those require actuall wall πŸ€”

#

they're not supposed to be wakable anyway

radiant arch
#

sounds nice. personally like it. yet not sure if the whole thing still is kinda confusing

#

technically there's also the option to just add dynamite + stair costs to the building and make it dig its own hole now, isn't it? (might even use rope ladder or curved ladder to reduce size).

#

not sure about it being worth the effort to remodel and do the adjustments though. occupations is much easier

shell fiber
#

the problem is that if i don't enforce dirt under the barriers, it very easily becomes a plain cliffside mine, but using ropes is a pleasant idea, like closing up the loop of fences and adding cranes (for decoration maybe)

#

then wether you access it properly from the top or tunnel in from the side...

#

hmm

#

not gonna lie the idea that it would require tunnels to be acessed is nice, but how can i make it work nicely ?πŸ€”

radiant arch
# shell fiber

that's a big improvement!! no more need to make those perfectly formed walls first!

shell fiber
#

i'll see if i increase the size of the wall necessary or not, like drilling in a 1 thick dirt wall shouldn't work

#

also, interestingly enough, you can't dynamite a block reserved by the primitive mine πŸ™‚

fresh torrent
#

hi! ive been gone for like a very long time! what have i missed? πŸ˜…

radiant arch
#

only minor rebalancing involving anything water?
the wonder? you knew this?
fully new side platforms and overhangs
few new buildings
ropes!! there's ropes now everywhere!
and trade (balloons) became more powerful

#

also: ziplines! much cooler and more powerful than with folktails

#

that's about what the late U6 and U7 updates brought i guess

fresh torrent
#

the last thing i remember was the main game getting workshop support on steam and that all i can remember

radiant arch
#

wow. it's a whole new game on top of that i'd assume

fresh torrent
#

is the water beaver overhaul on the steam shop?

radiant arch
#

there's a U7 version you'd want

#

and a couple of dependencies

fresh torrent
#

what is it called in the steam shop?

radiant arch
#

whitepaws?

fresh torrent
#

okay thank you!

wary panther
wary panther
# wary panther I have a bit of a swiss-cheese mountain that would definitely mess up, but don't...

I did tend to intentionally line up the connecting tunnels with the fire, though, because that way they were well-lit (gotta keep the grues away). So if it requires soil on that block next to the fire I'll have to rearrange some. But that's fair enoug (though at 1000 dirt/voxel, it mas be best to just fill it back in with ||dev mode|| and then redig the connecting hallways according to the new rules, rather than have the whole surface destroyed πŸ™‚

wary panther
woeful sun
#

yea, at 3 or 4 blocks would be fine (if not more)

shell fiber
shell fiber
#

hmm... small issue witht the plan

#

how acceptable is this ? two log levees seemingly can't share the same dirt block

radiant arch
#

can't share same anchor?

#

fine for me tbh. same as skewers

shell fiber
#

yeah, i think that wouldn't surprise too many people considering the rest

#

that also nerfs a bit the levee-dirt-levee stratergy which is not a bad thing

#

it doesn't affect the contamination barrier functionnality either πŸ€”

radiant arch
#

i had a weird issue with nav mesh unblocks on side-attachable blocks recently: can you safely destroy a levee that is sole base to something else (like a dirt block on top)?

shell fiber
#

also mines look like that now

shell fiber
rapid trench
shell fiber
shell fiber
#

wonder if this one actually is necessary

#

meh, might as well

#

i'll restrict the medium mine to have ground mostly around it (pending a redesign, maybe)

#

with a 3x3x3 cube of dirt required

#

this one is fine too

radiant arch
#

looks like many will not make the update, being placed too closely or too close to edge of ground πŸ™‚

shell fiber
radiant arch
#

maybe deprecate the old one?

shell fiber
#

hmm...i prefer to avoid keeping deprecated assets 😣

#

and i... kind of overwrote the old one

#

which is clearly bad practice to be honest

radiant arch
#

can understand that

radiant arch
#

managed to connect my well portals πŸŽ‰

#

now only need to teach those beavers not to zipline straight through anything between them πŸ™‚

cloud flax
# shell fiber that also nerfs a bit the levee-dirt-levee stratergy which is not a bad thing

Tbh considering the cost of dirt block I feel this strategy would completely die cuz even in late game, I struggle to keep diet flowing and the time and beaver power it takes to build them.
It will force people to use more houses as water diversion and not just as dams.

I personally would want to keep levee functionality as is currently as it allows more versitality still with ample limitations. It's not like it's impossible but still will require ample amount of suffering to build the walls

radiant arch
#

might be you overread this one: the change would allow more flexible levee placement than rn (i.e. in a 1x1 hole)
just it is keeping the limit that you can't add multiple levees to the same dirt block (you can't do so now either i think)

#

hope i not misunderstood it though

rapid trench
#

you can do that now tho, the levee-dirt-levee is precisely that, you do one column of dirt, 2 high, then levees on both sides, then repeat 3 blocks over, so 2/3 of a wall is levee that way (though I'm not sure how to extend it beyond height 2 without going down with the levee-to-dirt ratio)

radiant arch
#

you need a tile above the dirt block to be empty now, to place levee 'entrance' on, don't you?

rapid trench
#

yes, but only at building time, you can place stuff there later (e.g. another levee)

radiant arch
#

true

#

just not place a dirt block

#

they can overlap on it? two levees sharing same 'anchor' dirt?

rapid trench
#

yes, but you can place dirt on a levee

rapid trench
#

I think this currently works (side view), where brown is dirt, orange is levee attached to the dirt on the left, and yellow levee attached to the dirt on the right; the new "levee-reserves-its-dirt" mechanic would break it forcing a one-to-one levee-to-dirt ratio on all levels, so a slight nerf

radiant arch
#

did not know this yet! thanks

shell fiber
radiant arch
#

oh @shell fiber a question regarding your journey to fix ziplines: was it easy to summarize the fix? like does it need a specific spec or not allow another?
(got the exact same issue with my portal wells now..)

shell fiber
#

you mean beavers falling off ?

radiant arch
#

yep

shell fiber
#

oh, that's pretty easy, at least if my understanding is correct: the zipline anchor MUST be at [X.5;Y.5] the Z coordinate doesn't seem to matter (but still better to avoid inconclusive full values, ie 4.85 is fine, but if you input 5.0 i have no idea what happens.)

#

so, properly centered in the middle of the voxel

#

also if the building is both a station and enterable, weird things might happen

#

you just need to separate the acess point from the zipline nav mesh connection or something

radiant arch
#

thank you!

shell fiber
#

so you made teleportation wells ? πŸ˜… what's that ?

radiant arch
#

i'll show you when it's finished πŸ™‚

shell fiber
#

I kind of wanted to make a stargate at some point but alas, i didn't see how to make it "work". πŸ˜…

rapid trench
shell fiber
abstract vector
radiant arch
# shell fiber

is it fully blocking up to that platform?
that's 2x5 up there?

shell fiber
#

yep

radiant arch
#

that's real cool

shell fiber
#

that's what i call an excessive amount of water pumping πŸ˜…

radiant arch
#

that's a strength 6 source gone DamFT

#

that's a pretty nice dam tbh

shell fiber
#

thanks to the power of Devmode

cloud flax
#

Increasing the amount of water generated as well?
They are currently much worse than the advanced water pump at late game well being especially the ratio of beaver housing to water generated

radiant arch
#

they produce plenty imho and look at how they now block 5x5 !!

#

one of them is 0.5 source strength anyway

#

(~4-5 pumps by end game; well 9 beaver max versus 12 still is extra, but they look cool!)

rapid trench
cloud flax
#

When you take into consideration the working speed bonus from high well being

rapid trench
#

oh, forgot about that, fair

cloud flax
#

Especially since I can further increase the height by adding the water pumps over it

rapid trench
#

I don't know if that's at all doable, but having two modes for it, one without beavers and one with a single beaver worker, would also apply wellbeing bonus and fix the issue entirely, right?

cloud flax
#

It's fine now that I think about it actually working like a dam and allowing water height upto 5 high

radiant arch
cloud flax
#

Even if it doesn't work as efficiently as the deep water pumps, just it acting as a 5 high 5 wide dam is really good

rapid trench
cloud flax
#

The best rn would be the GMO lab right? 3x3 with 3 pop

radiant arch
#

it's decently powerful still as a pump. plus it's a bottom-pump even!

radiant arch
#

the big sawmill

cloud flax
#

Never thought to use foundry as a dam XD

radiant arch
#

isn't that 9x3 for 6 beavers?

cloud flax
#

Or the saw mill

#

Not sure how many beaver it houses

radiant arch
#

mine are less dramatic (sadly)

#

but of course Luke made it already when i spend literally all week trying to understand ziplines and nav mesh. . . (and he added a ton of extra features too^^)

shell fiber
# cloud flax Increasing the amount of water generated as well? They are currently much worse...

In terms of balancing I'm mostly concerned about the number of beavers per dam wall face unit. The worst being the small lodge with 2 faces for one family, and the best being likely the crate storage house with 6 faces for one family (industrial building excepted)

This one used to be 3x5 = 15 faces for 4 families which was... meh.

Now it's 5x5 = 25 faces for 4 families which seems a bit too strong, maybe 5 families would be good πŸ€”
although it is a powered building that is quite expensive...

shell fiber
rapid trench
prisma merlin
#

Hey @shell fiber, your new dam buliding is very cool but I took 10 minutes to understand where I can connect to for power, any way you could make it clearer? Maybe in the description?

#

Overall your U7 feels a lot more balanced then U6 edition I like it a lot

#

I still have 2 burning thoughts that I'd like to mention being:
Like in the last update, you can abuse the hand of soup by building it, then pausing it and placing warm storage on it

#

Secondly, your scrolls are a pain to deal with, especially the artist and the copyist lodges. I don't want to keep scroll storage for every single scroll type. Sometimes I have to break a lodge and all of the scrolls spill out. Also I can easily set and forget a copyist and they can make an obscene amount of scrolls that I don't plan on using.
The ideal solution I can come up with is that you research a concept or a non-consumable scroll that you can reuse instead of dealing with tons of scrolls (not sure you can implement this tho).
The easier solution I would imagine is making a pantry like storage where you can automatically store plenty of different kinds of scrolls.
And as it currently stands, there is almost no way I ever need 25 of the same scroll (maybe I came close with dam blueprints but that's an exception) so you can reduce the capacity of the copyist lodge

#

So yeah, those are some things that you may want to consider if you have the time and care for.

#

And finally, this is a wonderful mod, it plays beautifully, merci Γ©normΓ©ment!

heavy spruce
# astral valve

What I did was marked the ground for cutting, then placed greenhouses and planted bananas. If that didnt work I then unmarked and remarked for cutting.

heavy spruce
# shell fiber

I found a cave when placing my medium mine, the fence was on dirt, and so was the bottom of the buildings, but there were big holes in the walls

heavy spruce
shell fiber
shell fiber
# prisma merlin Secondly, your scrolls are a pain to deal with, especially the artist and the co...

there's no real way around that since the game doesn't allow duplication, and there is no provision in the game for any sort of item specific research, only this boring science point currency. As for the storage, someone had made a pantry mod but it's broken, and it also didn't solve everything anyway.

the best way to not end up with an excessive amount of scrolls is simply not not put the copyist and artist on the same item, typically you start with the blueprint, fancyfy it, change the artist reciepe, then send it to make 5 copies, then change both manually again to have only 5 fancy blueprints. always let all your blueprints get fancified, there is absolutely no purpose in keeping plain copies. personnally i like to keep 13-17 copies of my blueprints though. I could reduce the amount stored in the copist/artist, but it requires to edit a dozen reciepes πŸ˜“

ps : i prefer the researched scroll to not be fancy to prevent it from being shipped to a building site immediately, which also prevents the mechanic/architect from starting a new research and waste resources.

shell fiber
shell fiber
cloud flax
#

But scroll displays for sure are pain. But rn am in the mission not just to fill all scroll storages but also degree storages :P
Done with agronomy. Got 70ish metallurgy, and nuclear phy. The biggest trouble would be pilots license because of the scouting exploration points

#

Also @shell fiber maybe also require the small clay pot for building the bowl of soup over the hand of soup. Small clay pots aren't really used much early or mid game and Since it looks the same as the clay pots in the mega cooking tent, it would make sense.

shell fiber
#

you can path around the base of giant sequoias now

#

actually the first 3 levels are visually free even at the sapling stage too

shell fiber
heavy spruce
shell fiber
#

i could come up with a "giant pot" item or something, but that's a pain to deal with

cloud flax
#

Maybe they used the small clay pot as a miniature model to guide build the large one :P

shell fiber
cloud flax
#

But it does indeed make sense what you say!

heavy spruce
rapid trench
shell fiber
#

unfortunately that's simply not possible, the game was not intended to deal with plants being larger than 1x1

#

u7 is even worse than before on that matter, i had to shrink several other plants to 1x1

rapid trench
shell fiber
#

the main issue in U7 is that the random rotation for plants is no longer playing nice, i removed it on sequoias and it's still fine for them since you never plant more than a dozen, and they're so huge that the repetitive pattern don't appear too much, but for pumpkins for example, with no random rotation they become an eyesore

rapid trench
#

on another note, do you have any plans for treated planks? because I don't think they're used anywhere, but the recipe is still there

shell fiber
rapid trench
#

I see, makes sense, I didn't particularly see a place for them in whitepaws with all the other materials, which is why I was surprised to see the recipe

shell fiber
#

hmm... odd indeed

rapid trench
#

is the change to dirt requirement mechanism for mines/drills/levies going to prevent them from being built before the dirt is finished? because currently if I want to build a block of dirt and a levee attached to it, the levee will often get built first (depending on resource availability)

rapid trench
#

and for the new grand dams, will they keep getting flooded, or join the other pumps in being able to work under water?

shell fiber
shell fiber
#

let's say that as long as the two storage tanks are not underwater it's fine

last goblet
#

Guys, the game is working for you?
For me is crashing...
the error message says NullReferenceException: Object reference not set to an instance of an object
IgorZ.TimberCommons.WaterService.SoilOverridesService.RemoveMoistureOverride (System.Int32 overrideId) (at <6fd47766800f4906b89631af1d9b0258>:0)

woeful sun
#

might be due to the recent update?

heavy lodge
#

TimberCommons is working, so, either is not updated, or is another mod to blame. But, without game crash ...

shell fiber
shell fiber
radiant arch
#

might be it only applies under certain situations, like having irrigation buildings active

#

or removing them / dynamiting anywhere below them

heavy spruce
#

I also cant load my leafcoats playthrough...

radiant arch
#

there's multiple mods that could be causing the crash with yesterdays update

#

MapResizer for one is known to fail

#

Irrigation is another likely not working without patches

heavy spruce
#

ok, with just bobing about script pack v7.9.8, Harmony v2.4, Ladder v3.04, and the leafcoat beta v7.10.13, I can open Timberborne (but i need the mapResizer)

radiant arch
heavy spruce
#

Yeah its the map resizer

radiant arch
#

Luke is working on a fix. might be out soon too.

rapid trench
#

was the clockwork kitchen supposed to allow bots (because it does)? I thought bots were haulers only

radiant arch
#

maybe they taste better?

sullen cape
#

Makes a bit of sense as it's clockwork

shell fiber
#

also if you toss a bot in the cooking bowl, it can just get out, unlike... well... other ingredients

stiff flint
#

beavers are leaking out the side of the lodge again

last goblet
radiant arch
#

if you have an actual error report, sharing that / the exception message might help

stiff flint
#

has anybody else noticed that the surface of stagnant bad water is "blinking"?..... it's fine in areas where there's a flow rate but when flow drops it blinks

#

it's like there's a frame missing in the animation

radiant arch
#

if it only happened since yesterday might be something to report to the timberborn devs. they manipulated logic that might interfere with that

radiant arch
# last goblet

@scarlet pelican just to let you know there's been an update to Timberborn that might need some minor changes to the Timber Commons water service. rn it's crashing game if those components are used. (i.e. only with active irrigation towers it seems)

last goblet
#

I'm talking about this in the TimberCommon discord too πŸ™‚

I created another gameplay, with waterbeavers, it worked fine...
But my atual gameplay have 45 cycles, I don't want loose my progress...

And I still tried to load the oldest autosave, but it crashes too (same message)

radiant arch
#

that should prove it only happens when using certain buildings - like irrigation towers that can trigger the error message

last goblet
#

@shell fiber
Looking in the error logs, i found this...
I think is about things that don't have name

Script error: OnTerrainChanged
The message must have 0 or 1 parameters.

Script error: OnTerrainChanged
The message must have 0 or 1 parameters.

The given key Lapantouflemagic.SevereInjury.DeathMessage was not present in the dictionary.
The given key Lapantouflemagic.MechanicalComputerFancyBlueprint.DisplayName was not present in the dictionary.
The given key Lapantouflemagic.MechanicalComputerFancyBlueprint.PluralDisplayName was not present in the dictionary.

Shader 'Standard': fallback shader 'VertexLit' not found
Too many atlases loaded (2)! This should not happen. Exit game to print usages.
The given key Lapantouflemagic.DoubleRopestairs_Reverse.DisplayName was not present in the dictionary.
The given key Lapantouflemagic.8WayCornerOverhang.DisplayName was not present in the dictionary.
The given key Lapantouflemagic.8WayCornerOverhang.Description was not present in the dictionary.
The given key Lapantouflemagic.OverhangSquewer_Long.DisplayName was not present in the dictionary.
The given key Lapantouflemagic.OverhangSquewer_Long.Description was not present in the dictionary.
The given key Lapantouflemagic.OverhangSquewer_Short.DisplayName was not present in the dictionary.
The given key Lapantouflemagic.OverhangSquewer_Short.Description was not present in the dictionary.
The given key Lapantouflemagic.PowerShaft_Stackable_HorizontalT.Whitepaws.DisplayName was not present in the dictionary.
The given key Building.PowerShaftUpward.DisplayName was not present in the dictionary.
The given key Building.PowerShaftDownward.DisplayName was not present in the dictionary.
The given key Lapantouflemagic.Lapantouflemagic.BalloonLandingPad.DisplayName.DisplayName was not present in the dictionary.
Shader 'Standard': fallback shader 'VertexLit' not found
Shader 'Standard': fallback shader 'VertexLit' not found

prisma merlin
#

@shell fiber I'm unable to scroll to the bottom of the ui of some huts, could you make the jobs collapsable or the entire ui scrollable? Sometimes I can't see the productivity

rapid trench
prisma merlin
#

Ok thanks, will check it ou

last goblet
#

I tried to change it to the main version (i was on experimental)...
And copied the save...
Same crash...:/

Must be something with my save...

stiff flint
#

this is my least efficient and most satisfying dam in a very long time

last goblet
radiant arch
# last goblet There's a way to remove the irrigation towers from my saved game? A safe mode or...

you can try to disable them in the json, they will vanish and not save thus fixing the next savegame technically

Blueprints/prefabgroups/PrefabGroup.Buildings.Whitepaws.json

  • "Buildings/Whitepaws Faction/WaterStuff/LeakyTub",
  • "Buildings/Whitepaws Faction/WaterStuff/IrrigationTower.Whitepaws",
  • "Buildings/Whitepaws Faction/WaterStuff/WonderIrrigationTower",

Putting // in front of those lines will do.

sullen cape
#

My irrigation towers are working for some reason...

radiant arch
#

@last goblet did you check if you had the latest version of Timber Commons ( from last week ) and all it's dependencies active? (TimberApi, ModSettings, Harmony. If you are on steam might help to force re-install by unselecting and re-selecting them.
just looked at the code and it might be about dependencies or missing files too.

last goblet
last goblet
radiant arch
#

sorry for that..

#

haven't got any ideas beyond this either

woeful sun
#

The experimental update got pushed on the main branch, so you'll need to wait for mods to be fixed.

last goblet
radiant arch
#

my mistake: it's LeakyTub

last goblet
radiant arch
#

but if that not works: tbh, no idea what is up..

last goblet
#

I think this mods are not essential to wb7...

#

Should be a way to disable the automatic update in the game... :/

last goblet
#

There's no way to remove the TimberCommons from the required mods to waterbeavers? lol

radiant arch
#

nope

#

would mean to remove irrigation means completely which mean re-compiling the assets and greatly changing the mod.
also it works for Ants and Igor could not find anything in his code itself, so really has nothing to work on.
it's hard to tell what's wrong really till anyone can reproduce it or figure out what else might cause it i fear.

#

anything else you could think of? bepinex or anything like it?

#

a plugin messing with logs?

#

does the mod list from main menu of timberborn show anything missing / conflicting?

last goblet
last goblet
radiant arch
shell fiber
last goblet
shell fiber
radiant arch
#

almost there πŸ™‚

wells bringing those floating crystals and sky pieces to truly shine - they connect otherwise disjoint small islands and make for a whole new different map

fresh torrent
#

chat what is the jar i need for the library to do library things lol

shell fiber
#

Couldn't check the irrigation towers but I got the game to load properly after update, but on a save that doesn't have irrigation towers

radiant arch
fresh torrent
#

so for the very first like

#

science generation

#

it shows a jar with like red and green

#

what is that?

shell fiber
#

Ah kimchi

#

Fermentation barrel

fresh torrent
#

noted

#

thank you!

shell fiber
#

Cabbage and bramble flowers

fresh torrent
#

is there anymore plans to add like other fun gardening stuff?

radiant arch
#

hovering the icons with mouse / tapping them should show hints to what it is and where it can be made

shell fiber
#

(I have to go to sleep, I'll let other people answer)

fresh torrent
#

i am dumb

#

i didnt know u could do that

#

im sorry

#

thank you though!

radiant arch
shell fiber
#

GN !

radiant arch
prisma merlin
rapid trench
# prisma merlin Thanks I'll try to reduce ui later

Have you tried the TImprove mods for it? I checked and they split the functionality you asked for between them, so it's "TImprove 4 UI" for scrollbar in the building menu and "TImprove 4 UX" for making the sections of the building menu collapsible.

prisma merlin
#

No I will too

fresh torrent
#

the tree guy isnt harvesting bramble flowers for some reason

radiant arch
#

brambles need to be cut to harvest

fresh torrent
#

ah i see

radiant arch
#

(they regrow within a day)

fresh torrent
#

now my forester isnt cutting trees even though they are marked

#

nvm im dumb

cloud flax
#

Welcome to WB, where everyone is dumb. We all have been through these XD

#

Btw do we have any sort of lighting decor??I really wanted some for tunnels. Maybe platform with glowing fluid

radiant arch
#

do the half logs still have them below?

fresh torrent
#

what does one do for contaminated beavers?

radiant arch
fresh torrent
#

ok so early game i gotta jail them

radiant arch
radiant arch
cloud flax
#

No tori gates allowed in the mod right

#

Or the japanese lantern or something

radiant arch
#

still the bug about vanilla materials mod, isn't it?

fresh torrent
#

how do i jail them?

radiant arch
#

might be something i could look into next week. i love that tori mod..

radiant arch
#

jail is under 'well-being' buildings

fresh torrent
#

can it hold 3 beavers at a time?

radiant arch
#

and it will be slow to heal them..

#

having a distillery early really helps with the potions

fresh torrent
#

where do i make explosives?

radiant arch
#

salpeter: mines
nitro: alchemist
dynamite: handicrafter

#

needs paper πŸ™‚

fresh torrent
#

oh dear god

#

ok

#

i found the area XD

#

so what about scafolding then?

radiant arch
#

architect

#

gears: mechanic

#

wait.. there's timbertrees to look those up..

#

you can search for any resource and see who uses it or who makes it

#

clicking on any resource filters the list to only show where it is used / made too

woeful sun
radiant arch
#

look who's there from day 1 πŸ™‚

fresh torrent
#

i cant find mechanics lodge x.x

radiant arch
#

under science - right next to the architect

fresh torrent
#

..............

#

im gonna eat bricks

radiant arch
#

it's a very weird complex mod haha

fresh torrent
#

i wish there was a search function just in base game to look for these things XD

#

how does one increase the pop quickly?

radiant arch
#

wasn't there? CTRL+F? forgot what the mod was called..

fresh torrent
#

i some how have less beavers then i started with lol

radiant arch
fresh torrent
#

got it lol

radiant arch
#

or when they get dry.. water beavers need showers or baths to even consider working beyond 3rd day or so...

radiant arch
#

@cloud flax regarding torii gates mod: it's fully fine to use actually.
just need to add these two files under Blueprints/Factions and Blueprints/PrefabGroups and most of them work out-of-the-box.

if i find time next week i'll try and make a proper patch mod that fixes the costs and adds the huge gates (and can hot-fix in case they break again). so far the jsons work fine.
(please feel free to remind me, if i forget)

#

vanilla materials mod is safe to use - it does nothing at all

cloud flax
#

Sureee man!! Thanks a lot!

fresh torrent
#

whats the new trading post? like if i wanna bring food to another district

radiant arch
#

district crossings?

#

there's multiple variants of them. but depending on maps using ziplines early might be easier

#

water beavers get a .. was it 20x speed/ range bonus on those ziplines.

#

@shell fiber you not mind me putting a patch mod out that would enable torii gates mod for your faction? (fancy decorations, especially various lanterns)

woeful sun
#

apparently "Omni Bar & Todo List" has something similar too, but I have not used it

sullen cape
#

Which part of the High-Temperature Foundry is watertight? Feels like it might only be the smokestacks...

shell fiber
shell fiber
scarlet pelican
#

Folks, I seems to be a bit stupid today. I can't find this mod on Steam. What do I do wrong?

#

Ah, the mod has a different name now. I was almost starting to doubt my sanity 🀣

#

@shell fiber Steam mod lacks depenednecy to "bobingabout scipt pack". At least, it did't offer me to install it.

shell fiber
scarlet pelican
last goblet
scarlet pelican
heavy spruce
radiant arch
#

4.2k.. seriously DamFT

heavy spruce
#

and 666 bots

radiant arch
#

wow!

heavy spruce
#

and its stable, can be left for over 30 days without anything decreasing

scarlet pelican
#

@shell fiber So, I got the problematic game loaded (with a tweaked code). Here is what I got. I'm not saying it's an error. It's just what the mod (TimberCommons) sees as a strange thing.

radiant arch
#

the red cabbage of doom DamFT

scarlet pelican
#

Zero modifier can be a normal case. When I was making this code, I thought it's strange. But it can be changed.

#

Just, why? Why 0 modifier?

scarlet pelican
#

You may think: "hmm, nobody will do it. Just in case, I place a warning here". Then, you're walk_away

prisma merlin
#

I've been struggling to balance my housing to job ratio in my main district lately since I've added the grand dam and the massive water storage buildings. There's just too many free spaces. The job heavy metal industry is in another district. I'm pausing all of the housing with 2 hauler jobs and still left with 15% of my population on vacancies. Is there another good hauling building apart from the hauling upgrade on a forester? I find myself needing to use the exploit of building and then pausing the foresters and lumber houses underneath the upgrades to have proper hauling

radiant arch
#

the triangle upgrades (under farmers?)

#

having endless unemployed beavers late in game is pretty common

#

not using districts and relying on ziplines can help with it (also increases hauling efficiency usually)

shell fiber
radiant arch
#

can swap 2-hauler with 5-hauler too, but they also come with 6 homes..

shell fiber
#

just fixed that yesterday

scarlet pelican
shell fiber
#

i think you're talking about that

#

i use the water tower reciepe system because i want multiple reciepes, but that building doesn't have a crop boost system

#

so modifier is zero

scarlet pelican
#

Sounds like the warning needs to be removed.

#

accept Action item.

prisma merlin
radiant arch
#

dirt can be a real trouble to get across districts^^

radiant arch
#

this really was the way back in vanilla, wasn't it?

rapid trench
#

I think so; unless you're iron teeth, in which case just build a vertical tubeway

shell fiber
radiant arch
#

test playing and utterly perplexed at how different it plays

#

there's so little to do. so little to think about. so few options. and .. straight stairs only

#

made me realise how amazing curved stairs are. or how much i miss the crane really

rapid trench
radiant arch
#

yet you have to manually pause the fluid dump πŸ™ƒ

rapid trench
#

why?

#

it stops at .9 height on its own iirc

radiant arch
#

there's no 'fill-to-height' like with water beavers

radiant arch
rapid trench
#

though I never use the fluid dump anyway because it makes most of the fun water engineering redundant

#

I think the most vanilla fun run I had was with rules of: 1. no fluid dump 2. water storage at most 5x number of beavers

rapid trench
#

what water depth does the WB wonder need? because I tried everything between 5 and 7+, and it constantly says it's not enough, even though at 7+ it becomes flooded

radiant arch
#

there's been quirks with what tile it expects the water level on

#

what's the cutout you got for the base?

#

just below the main building part is enough technically

rapid trench
#

I went with the smallest possible cutout (checked with platforms), so 5x5 without corners at base, then expanding a bit at height 5

radiant arch
#

tbh: i don't know why it not works with that, but had the exact same problem way back in may or so

rapid trench
#

how did you solve it? expand to square cutout to the very bottom?

radiant arch
#

widening helped i believe. maybe save&load is worth a try too

#

only made the top part wider to fit 7x7 i think. can't remember it well

rapid trench
#

save & load didn't help, I'll try widening

radiant arch
#

maybe lapan would know more on where and how it would expect the water levels

cloud flax
#

I have it in 7x7 and that's working fine

radiant arch
#

question is: which tiles / columns does it need watered?

#

might be as silly as the 0,0-column or something

#

and exploding that edge is enough (even if it was not needed for the building to fit)

#

(guessing only)

rapid trench
#

I'll try to check it systematically 1 by 1, I guess if it says depth 6 in the description, I'll start by removing blocks at height 6 since it makes the most sense to me if it was checking one of those

radiant arch
#

pretty sure i only did top 1 or 2 levels too. that map had very little space to fit the wonder

rapid trench
#

for future reference, it allowed me to leave only 3 layers of 5x5 without corners, everything else I widened to 7x7 layer by layer from the top, until it started working when only those 3 layers were left

radiant arch
#

thanks for testing it this deeply!

radiant arch
#

now there's some fun new way to utilise those amazing map objects Lapan made!

cloud flax
#

Wowwww that looks beautiful!!!

shell fiber
#

Soo earlier today i realised that I've been lying to you all inadvertently πŸ˜…
turns out a long time ago i rushed a fix for the Super Fertilizing Irrigation Tower Bath (also the irrigation tower, but whatever) and i... uuh, didn't actually add the +15% growth rate to it, oopsie πŸ˜‡

#

(i'm working on it now)

rapid trench
#

speaking of lies, don't the zipline descriptions for WB say that it's +200% movement speed? I think it's actually more than that based on in-game beaver behaviour

radiant arch
#

they get the actual speed bonus from well-being on top

#

so can technically go to 400 or 500% maybe?

#

or is it additive? 300? no idea πŸ™‚

#

if it's like with water it's likely the higher one

rapid trench
#

isn't the well-being bonus applied both on and off ziplines though? I was comparing how quick they are on the ground vs ziplines and it looks more than 3x for ziplines

radiant arch
#

+200% is 3x yes

#

but i not know the exact number the ziplines got

rapid trench
#

me neither, but it doesn't seem to be +200%, which the description claims

radiant arch
#

you know. if it's true we might get it nerfed again?

rapid trench
#

I wouldn't mind, with how quick ziplines are rn, the only reason for having multiple districts I can think of is computer performance, it might be nice to have the districts be also useful in-game again

radiant arch
#

don't they perform worse even? they need more workers technically and with housing optimizer they need to walk further?

rapid trench
#

from in-game perspective perhaps a bit (though I think it's more worker reshuffle than more workers, and I don't see why they'd walk further with districts than without); but much easier path-finding, I believe; I had the impression in my games that it got better with districts

radiant arch
#

they walk less skipping long complex path using ziplines. eases pathfinding, as networks gain shortcuts.

#

tbh: i like how it currently gives a real choice which to go for

#

both options have fun sides to play with

#

and those far-distant crossings are really nice if you can connect basically from the middle of districts

#

maybe ziplines are somewhat too good here, yeah

rapid trench
#

I don't know the specifics of path-finding they're using, but unless you have zipline stations practically next to everything (which I don't since each tower houses a family), then I can easily think of why one large ziplined district would have more expensive path-finding, but I admit it's not very clear-cut

last goblet
#

Guys, i can't put a small aquifer pump...
the description says
"must be built on the ground" and "must be placed atop other building"

How can I do this at the same time? lol

rapid trench
#

it's a two-triangle-buildings upgrade

#

plus the pump part needs to be (at least) one lower than the ground of the triangle buildings iirc

last goblet
#

thanks πŸ™‚

prisma merlin
fresh torrent
#

is there anyone who can explain the district crossing to me? how do i make sure the other district gets items?

fresh torrent
#

like how do i delegate what resources go and dont?

shell fiber
# fresh torrent is there anyone who can explain the district crossing to me? how do i make sure ...

generally speaking the districts will ask for items they have storage for, and they will tend to balance the amounts in proportion to the storage available in each district, at least i believe that's how it's supposed to work.

however i made it so that construction materials are always exported to other districts (logs, planks, metal fixtures, dynamite etc) as well as drinks and cooked foods (but not raw foods, since it's better to cook them first), blueprints (but not diplomas) are naturally exported too

#

also stuff that is required for building clockwork buildings are not exported by default.

fresh torrent
#

Okay I see, cause I'm trying to make separate like "districts" ones only wood based stuff, ones only ore based stuff, one water one food etc

shell fiber
#

Hmm... Originally the types of districts I had in mind (in u6) was farming district, cooking district, industrial district, science district and nuclear district, if that can help

#

For example your wood district will need saw blades so separating metal and wood is not optimal

shell fiber
#

uploading a new version !
it affects the irrigation tower to i'm not pushing it as live yet, tell me if you encounter new issues.

#

oh and 'ill have to update the texture pack again

shell fiber
cloud flax
#

So I was trying to extract the sprites for resources for the tech tree and tried the asset ripper video tutorial but it only extracted the base game content...
What folder should I refer to in asset ripper so that I can get the assets from this mod??

shell fiber
#

i would say it's in C:\Program Files (x86)\Steam\steamapps\workshop\content\1062090

#

then you have to find the right mod, and go to assets

cloud flax
#

let me try it out!

#

looks like its working!

radiant arch
#

if the mod has a version-0.6 and -0.7 only one of those is enough to extract
to simplify it you can also remove the _mac assets first too

#

ok, just for sprites that not matters^^

fresh torrent
shell fiber
fresh torrent
#

i need to have storage that for the item?

radiant arch
#

that's the default for most of them.
processed foods&drinks should be imported to the crossings on top (up to 30 storage each i think)

#

in district crossings you can access a real long list of all goods and change settings: (a) never import (b) import if storage is free (c) always import

fresh torrent
#

i dont know how to change the settings i think is whats making me struggle right now

#

cause i dont want my wood district to have like bad water etc

#

just an example idk if they can or not

#

but like just need them to request food and water rn since my wood situation is a bit

#

bad

radiant arch
#

it's not really an issue even if they try to import it: the crossing only can store around 30

#

you can fully rely on storage

#

if something's not imported you can change the setting on demand

#

for example i never build scroll storage if possible and only import them to the crossing

#

that way can manage which district has which scroll and not need any extras

radiant arch
#

sadly can't give a screenshot rn

fresh torrent
#

oh the ui scale was blocking it

cloud flax
#

things toggled to right (as green) are always import, in middle (as yellow) are import as needed only and on left (as red) are never imported in the district

radiant arch
#

you need to filter the district you want from that tab, don't you?

#

i always struggle with the small texts and complexity of that

cloud flax
#

yeah at top right. i only havd 1 distirct so it isnt much a problem

cloud flax
radiant arch
#

is it in the new release already? the one with the changed irrigation towers?

cloud flax
#

am not sure... i think am still seeing the old one only

#

time to join them all to create a tech tree....

radiant arch
#

but from the text might not be in yet. only can see and load it tomorrow

cloud flax
#

"Very Simple Tech Tree"

radiant arch
#

it's awesome to visualize, yet overwheelming, isn't it?

cloud flax
#

i think i should change the colours based on the early, mid, late game rather than the type of the building. Would be easy to navigate i guess

radiant arch
#

love the left side down to ENS. that's real good

#

maybe make different ones for that?

cloud flax
#

this was the previous one... feels lot less cluttered

radiant arch
radiant arch
cloud flax
radiant arch
#

earlier version looks nice, but is hard to read imho. also can't see what i want to look for much .
not bad at all. just the later version feels like it would give my 'wheres-this-used'-answers much easier

#

really like the way it reflects progress in game with the more complex one

#

maybe a wide format is best for this really

cloud flax
#

tbh i really like the positioning of elements for mine. similar things closer to each other and likely when they will be unlocked and used

cloud flax
radiant arch
#

like you got 3 main columns

  • science + scrolls
  • mines + metal
  • utility, crafting, assembly

and somehow kitchens and farming in-between..
(this faction is too complex tbh)

radiant arch
cloud flax
radiant arch
#

like there's much width in different things here, yet not really that much layers are added with progress. most is 3 or 4 levels down the tech tree for each (e.g. primitive > medium > drill for mines)

radiant arch
cloud flax
radiant arch
#

yeah, i see that

#

just tried to figure the paper line

#

and it connects to 'woodfelling' on one end, toward alchemist and handicrafting / abyss and on the other end to sciences and scrolls

cloud flax
#

so would have 1 for science, 1 for just farms, 1 for water, 1 for wood, 1 for metal, 1 for stationary, 1 for food processing

radiant arch
#

might be good, yeah

#

with simplified INs maybe. like where does food come for science (ENS needs nursery, harvester and medium/ mecha kitchen for example)

#

colour coding might come in handy for this

#

your symbols already work great, given contrast and sizing

cloud flax
radiant arch
#

being real minimalistic on the inter column might help with accessibility too

#

grouping similar buildings might work too. like the three harvesters are equal essentially. farms too or kitchens

#

plenty work yeah

#

those highlights on dynamite, trading and ropes / fibre are great tbh. that's so commonly asked for

cloud flax
#

yeah! I wanted to do one with dirt and gold dust too... but they are too far

#

i'll refine the current one some more, try different colour combinations. then if lapan feels the need for those column like mini tech trees, we can build that later!

#

i got idea on how to even make them connect across the boards, but it will be a very tedious process

radiant arch
#

sorry if i got too excited ^^

cloud flax
#

hahahaha no need to be! even i am :D

#

am using penpot (open source alternative to figma) for creating the blocks for teck tree as its super easy and quick to make them without the hassle of formatting and arranging. But sadly it still doesnt have option for connectors. So Doing the connections of Draw.io

rapid trench
# cloud flax "Very Simple Tech Tree"

I really like it in general, I think maybe adding nuclear & abyssal power plants and the wonder would be nice, since they are significant milestones; in terms of my pet peeves, I don't love that it mixes up item making requirements (e.g. dynamite) with building requirements, personally I would make them into two separate diagrams; if I find time I'll try making my modified version if you don't mind

woeful sun
cloud flax
woeful sun
#

the html/txt files are the most useful

cloud flax
#

i believe it was you who had shared the json dump file. i was using that as reference. but yeah nothing came closer to a proper techtree.... Theres just a bit too many convoluted connections.

woeful sun
#

yea, the other factions auto-generated tech trees are reasonable,

#

but Whitepaws is errr, not

cloud flax
#

imma sleep now though. almost 4 am. I'll wait to hear suggestions from lapan and other folks and then get into beautification and refining

woeful sun
#

enjoy

#

I had an idea to try and only draw lines between nodes for "novel" ingredients, but I don't remember if I got that far,

#

i.e. it would not bother to draw lines for recipe ingredients that were already required to build the building, or part of recipe to create previous ingredients,

#

hmmm, it's supposed to use a dashed line

#

did I break it at some point -- probably

#

yep, due to Blueprints --> Specifications upgrade

woeful sun
#

Updated list of untranslated entities:

  • OverhangSquewer_Short
  • OverhangSquewer_Long
  • BalloonLandingPad
  • Recipie for Bananas for trade with the IslandBeavers
  • 8WayCornerOverhang
  • PowerShaft_Stackable_HorizontalT
  • PowerShaftUpward
  • PowerShaftDownward
shell fiber
woeful sun
cloud flax
radiant arch
#

those new levees are super nice

cloud flax
radiant arch
#

they only require a dirt block beside them.
no more 'above-next-tile'. finally fit into single hole seamlessly.
they no longer can overlap on it though.

#

mines did change too, regarding occupation, but not that far yet

#

and that huge dam is looking gorgeous. can't wait to put them somewhere later

#

just .. choosing the small maps makes it so difficult to reserve spots for them.. (and this map not even needs reservoirs technically..)

cloud flax
#

Is the update out on steam?

radiant arch
#

no idea. since it's only under 'more versions' on mod.io i'd suspect not

radiant arch
#

with recent changes: the small covered tank should fit here too, shouldn't it?

heavy spruce
#

@shell fiber How did you get the banana trees to work, in that they needed the greenhouse to be planted?
I was thinking for the leafcoats if they could use the same mechanism to grow greenery on the outside of the "trees"

storm gulch
shell fiber
shell fiber
shell fiber
shell fiber
#

the tricky part is actually the greenhouse itself, first the plant don't check if their supporting building has been build or not since they're not supposed to have one, so they would accept and unfinished greenhouse just as well. but i could solve that using the tunnel script that swaps building A for building B upon completion, so the greenhouse you place and build is actually not capable of accepting bananas, but upon completion it gets swapped with the real one (+confetti because why not)

radiant arch
#

a small accessibility issue with T-shafts: it's visually barely possible to figure out orientation rn.

i'm aware of that super tiny whitish arrow, but not able to see it without extreme zoom.
contrast of the overlay between 'is-connected' and not isn't really enough either in base game, so 90% of times i mess that one up.

could you please make the arrows bigger / different colour? (or revert to old models, those work too, changing orientation, but arrow is enough imho)

last goblet
#

oh no :/

radiant arch
#

yeah...

#

drills too..

#

but you can swap it and connect below (most walls are still diggable

last goblet
#

yeap... i'll need a lot of terraiin blocks but my drills are gone too :/

shell fiber
shell fiber
# last goblet oh no :/

oh, well... yeah. in those cases i think it's find to devmode your way out of it πŸ€”

#

pretty sure the mines are flippable

#

same for the drills, you can just replace them in an other location with devmode, so you just have the power to rework

last goblet
#

I'll try to rebuild it without devmode...
I like to suffer... lol

last goblet
#

My game is using +22GB or RAM!!!
It's normal?

radiant arch
#

how big is your map?

heavy lodge
#

and, how many items (including terrain and vegetation, and, beavers and bots) ....

radiant arch
#

my 'early game' with <100 beavers goes to 8GB currently. on a small map

#

each tile, each object, each beaver/ bot comes with a couple of objects that each hold couple of properties and that goes into big memory quickly

last goblet
#

Big...
I think is 180x180 or 200x200
I downloaded the map... don't remember the name..

radiant arch
#

sounds fair to go around 20GB i fear

crisp parcel
last goblet
#

I think this is not right.. lol

woeful sun
abstract vector
#

I've seen as high as 30gb ram usage with waterbeavers on big maps with high population

shell fiber
fresh torrent
#

i cant seem to transfer anvils or the red items through the crossings

radiant arch
#

those are tricky

#

if there's storage for them, they will retain 1 in original district

fresh torrent
#

so i gotta remove the storage?

radiant arch
#

setting the storage to 'empty' might help here

fresh torrent
#

ok cool

radiant arch
#

no!

#

that will make it impossible to collect^^

#

(only remove storage if empty)

#

for those 'rare' items it's easiest to not use storage if can. and set district crossing to force-import as needed

fresh torrent
#

thats what im tryting to do

#

its not working though :/ i have it set to empty

radiant arch
#

and it's keeping one?

fresh torrent
#

yes

#

i only have the one that you start with

radiant arch
#

too bad.. might be no way around πŸ™‚

fresh torrent
#

and im trying to get it to my mining district

radiant arch
#

or wait.. tricking...

#

you can build a new storage right next to crossing (connected to old district that has the item)

#

empty old -> bring into that new one -> destroy that -> have someone from target district collect it into some storage over there..

#

if you have the space you can also re-connect the storage i guess.. have it filled from old, remove path, connect to new district.

#

might have them all die from lack of logs... SadFT
can't fire the kitchens..
can't build the farmer..
and drought got half the fields and forests..

#

only got 1 mushrom and 2 scrolls left..

radiant arch
fresh torrent
#

yes it did

#

thank you!

last goblet
# shell fiber well that's odd

Probably I put the terrain block, the beavers constructed the primitive mine and i deleted de terrain block...
I'll put it again..:-)

#

Another thing...
i'm building a Long Aqueduct Segment...
I need Giant Pillar in both the sides?

I have a segment finished before one of the giant pillar... πŸ™‚

radiant arch
#

with those: while they work in-game, they might vanish upon save&load (they should)

#

for the pillars: yes, it needs two for the segment

shell fiber
sullen cape
shell fiber
shell fiber
#

@radiant arch can you check if everything slides in place seamlessly ?

radiant arch
#

looks fine to me. my game loaded, crystals are dev-mode-only now, everything works like before.
not tested the bad water caps.

#

logs only mentioned some missing keys: (likely whitepaws mod only)

Lapantouflemagic.MechanicalComputerFancyBlueprint.DisplayName
Lapantouflemagic.MechanicalComputerFancyBlueprint.PluralDisplayName
Lapantouflemagic.SevereInjury.DeathMessage
Luc.Loglevee.Description
Lapantouflemagic.DoubleRopestairs_Reverse.DisplayName
Lapantouflemagic.8WayCornerOverhang.DisplayName
Lapantouflemagic.8WayCornerOverhang.Description
Lapantouflemagic.OverhangSquewer_Long.DisplayName
Lapantouflemagic.OverhangSquewer_Long.Description
Lapantouflemagic.OverhangSquewer_Short.DisplayName
Lapantouflemagic.OverhangSquewer_Short.Description
Lapantouflemagic.PowerShaft_Stackable_HorizontalT.Whitepaws.DisplayName
Building.PowerShaftUpward.DisplayName
Building.PowerShaftDownward.DisplayName
Lapantouflemagic.Lapantouflemagic.BalloonLandingPad.DisplayName.DisplayName
#

curiosity: sky blocks allow path! might use this for shortcuts πŸ™‚

#

oh, and platforms.. hmmm.. well.. i will ignore that. who would build towers in the sky anyway..
(same with crystal supports, they allow platforms and path too)

#

oh, thanks for the fix to the covered tank! that's cool!

shell fiber
#

i'm trying to rationnalize the trading, probably the jungle beaver will take the door, to leave place to the Emberpelts and Leafcoats

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except i don't really know what they would want to trade and against what

#

i mostly want the Emberpelts to be able to sell giant logs, to allow bypasses mid game if people want to

#

but i don't want to add new items

#

so typically ananas can be replace by whatever EP fruit (apple for ex)

#

the LC already have grapes

#

(feel free to come up with stuff even if the actual EP / LC don't make them)

#

but mostly, i'm trying to think of something that could be a sort of universal beaver currency

#

i don't want to jump to gold because they're beavers

#

and historically things derive their value from the actual use people would have for them, so tools / rope / metal fixtures would be the closest proto-currency i would see beavers using

radiant arch
#

comic books?

#

serves as emergency food too

shell fiber
#

ahahah 🀣

#

i would see that as more of a luxury

radiant arch
#

wasn't being serious πŸ™‚

shell fiber
#

but library books would probably be quite valuable, like "rope bridge engineering for dummies" would reasonnably have some values

#

or "know your mushrooms"

#

or whatever

#

so library books would be valuable i think

radiant arch
#

makes sense for it to be something cheap that's easy to make

shell fiber
#

I wonder if i should make some sort of "beaver bank" that convers some junk into "currency" and then you just trade the currency for whatever in the balloons

#

or i could keep that for an other weird faction that i have in mind πŸ˜…

#

but honestly i don't know if i'd really go on with it

#

eh, i'll just eyeball it

#

hmm...

#

okay, let's say the most valuable junk any faction would want is knowledge

#

then there's utility junk, ropes, nails, tools

#

then of course food

#

i'll try to regularize the reciepes based on that πŸ€”

#

of course trade is not only about what you want, but what they want too πŸ€”

#

so i'll keep some trade of weird crap the other faction might want (like nuclear fuel for the polar beaver)

#

hmm... general question : does anyone actually ever trades for logs / planks ?

radiant arch
#

not really. basically only trading for needs: solar, dirt, seeds, larvae and meats

shell fiber
#

ah, pencils are also a good commodity πŸ€”

rapid trench