#Water Beaver Overhaul

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rapid trench
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though personally some kind of iron/coal middle/late-game sink would be nice, so that they don't block dirt from drills

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(unless it's deliberately meant to be an extra step to deal with when drilling for dirt)

radiant arch
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making robot parts usually fixes that for me. can't keep the coal and iron coming in fast enough

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what do you do with all the dirt?

rapid trench
rapid trench
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my play style might be a bit atypical though, because I categorically refuse to use any irrigation towers or fluid dumps

shell fiber
shell fiber
radiant arch
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pencils, sandals = generic foreign food ๐Ÿค”

shell fiber
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i think it's good to have the foreign food traded through something that is hard to mass produce early on, but easy late game (hopefully)

radiant arch
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oh, that is true

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just read it too literal, like "so that's what they eat"

rapid trench
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fair, though a couple of airships usually fulfill all my foreign food needs

shell fiber
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then it's kind of a question of "what would these beavers want" ?

radiant arch
shell fiber
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like the ironteeth would not wand your crappy tools ๐Ÿ˜…

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gotta go for a little while though !

rapid trench
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if we're getting emberpelts and leafcoats, it would be nice to replace islandbeavers and polarbeavers names with analogous naming scheme

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maybe we can brainstorm some?

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iceclaws? palmheads?

radiant arch
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perfect spot to start some trading. got the proper updraft too.

radiant arch
shell fiber
# rapid trench iceclaws? palmheads?

i like the idea, but it's hard enough finding good names for beaver factions, i don't want to cause trouble to people making their own by using up names ๐Ÿ˜Š

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oh btw i'm giving a screw axles reciepe to the assembly line, at last ๐Ÿ˜‰

radiant arch
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wait.. does that mean it needs 800 science points and expensive stuff now to get to oil? no more early cheap dynamite?

shell fiber
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ah, sorry typo

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i meant screw axles

radiant arch
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why? was there any lack of them ever?

shell fiber
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late game it's quite nightmarish to make no ?

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or that is the feeling i get

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but the reciepe uses 0.2 drillbit so there's that

radiant arch
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tbh. i put 2 beavers on it and late add some if too many screw presses and my storage is mostly around 50 of them..

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late can make tons cheap from abyss

shell fiber
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well true, everyone should have permanently some beavers working on that

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but for making clockwork controllers, i felt it was odd to use crappy tooth-made axles

radiant arch
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it's an art ๐Ÿ˜‰

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tbh i feel same about toys and necklaces by assembly line too. so never need those.
rarely use the tools / fasteners too but very late game

shell fiber
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well you don't have to

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now that i think about it, does the assembly line need an anvil ?

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or should it ?

radiant arch
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wouldn't change much, but make total sense, imho

shell fiber
radiant arch
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having super efficient high-output options i would not really need (can do with 300 beavers mostly) is fun too.
it's cool this faction offers so many different ways to play

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just tried to go primitive tech and minimal water power and it works out just fine surprisingly long.
only added a primitive wheel when i needed some dynamite/ tar, otherwise got to tree nursery just fine, ziplines, etc.

rapid trench
shell fiber
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yeah it's as you like. the reason why i wanted to make the balloon trade available as soon as possible is also to allow people to bypass some stuff so they can decide which way to go on their own ๐Ÿ˜Š

shell fiber
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i want solar pannels to be easy to access, but exchanging it agains gold dust... well is not

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altough dirt can be traded in

radiant arch
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it's 100 dirt for one panel? not too far of tbh

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only needs salt + clay pit too

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trading pillows might be more costly tbh

shell fiber
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but you need 6 solar panels for a small aquifer pump

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that's not undoable for sure

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but takes a long time

radiant arch
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fried rice is faster, yeah

shell fiber
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i was thinking that those islandbeavers hippies would trade gold dust maybe

radiant arch
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5 days of trade for 100 dirt / 1 gold dust. for basically nothing

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might be slow, yeah, going at 30 days / 15 with 2 traders. but not impossible

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not sure trading gold dust isn't too good an option? or too complex tbh. so many trade routes..

shell fiber
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just island beaver give gold dust, only emperpelts want it (for electrical connections)

radiant arch
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if it's too much, it's statues early

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it's cheap to set up 3 or 4 traders tbh

shell fiber
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trading for banans is quite pointless anyway

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eh, why not

radiant arch
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no reason really. just used to gold being later

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the well-being boost is huge from those too

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on the other hand it might make abyss reactors available much faster.. which might be nice (gold is often slowing me down a cycle or three for those)

shell fiber
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i think right now the only thing that really can't be shortcutted to is nuclear power. you can trade in the giant logs, cut them in half using steel sawblades sold by the Ironteeth, but getting nuclear fuel is only in the abyss

radiant arch
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glass too, isn't it?

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but that's only needed to unlock banana (tradeable) and better nuclear fuel? oh: some robotic farms too

shell fiber
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bananas are no longer tradable in what i'm doing

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but yes, you still need it for several things

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but since glass unlocks the gigargantuan tank, i prefer to leave it as far off technologically

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i don't want people to rush this and use it to skip on the dam

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i'm also multiplying the output of hooman relics by five, and making it a consummable

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because i couldn't figure out a reasonnable excuse to trade nuclear fuel to the polar beavers

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except if you trade them nuclear fuel, they can dig you up tons of hooman junk

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but wby would you bother with that in the first place ? we don't need that many relics ๐Ÿค”

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unless they are consumables

radiant arch
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always found there was some lack in use for that one

shell fiber
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i hope i didn't dig myself in too deep with this update ๐Ÿ˜“

radiant arch
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ohhhh the cabbage says "+15%" now!! that's new!

cloud flax
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i havent. and even i was thinking of the trade rationalisition but i didnt want to put it out. i have it written somewhere. i'll maybe find it out and you can maybe get some inspiration

cloud flax
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also just an idea... for the increadibly compact library set, can we sort of make it using the specific books received from each and every faction we are trading with. So the set is made up using the knowledge gathered from everywhere which is then used to build the library.... i think it might put the ENS a bit more late game and give reason to place every trade balloon atleast once

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btw, whats the lore behing ampears?

shell fiber
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i'm havign the most mind-boggling situation here.
how the hell is that one lodge in the middle not connecting

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especially since the bottom one seems to be

shell fiber
shell fiber
cloud flax
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cooool so power folks! got it!

radiant arch
cloud flax
# shell fiber hmm... not unthinkable but would add a lot of clutter

i completed my previous incomplete idea of trading and added some details and some background story.
Colour details:
red res are mostly post ENS resources that can be traded but at extremely high costs
Yellow are unique goods from that faction
Greens are possible long term alternative resources
White are normal trades... if someone really wants to do that....

Blue ones are based on previous idea for having particular type of knowledge from each faction that can then be used to make incredibly compact library sets. You can remove them, or replace the recipie to take in compic books and give library books if it gets cluttered

cloud flax
stiff flint
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I've had problems with stacking pit and ladder towers before.... I normally solve it with a "fire escape" on the outside of the structure.

radiant arch
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keeping them all orientated same way works too usually, as in the small mark on top. not used one in forever, but got this problem at times too

sullen cape
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In prisons, cigarettes are often in high demand and are traded like a proto-currency.
The only thing I value that much...is water ๐Ÿ’ง

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Diamonds in Minecraft...

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I think the Beavers don't have a big enough society to use money yet

last goblet
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I can't put this any building in this side of the abyss...
Is it normal?

There's 2 ports in this side :/

cloud flax
shell fiber
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i'll put that on my todo list so i don't forget, but we'll see

shell fiber
glass gull
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I came back to a playthrough I had last touched in July, and with the ziplines I finally got the beavers to actually work instead of spending half the day looking for food and commuting to work, and the other half looking for water and commuting home. It's crazy how much more productive the colony became.

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I love the idea of using balloons to allow zipline junctions

glass gull
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After this or the next workday I'll finally know if/what the Project Triumph takes as fuel. Won't tell tho. Noobs gotta noob.

radiant arch
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looks like the nerdy attic still is 'too far from district' and can't be build if only accessible from the front.
would adding a no-occupy block at the entrance work here? (assuming it only is 2x4 base)

glass gull
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Nearly 15 thousand beavers lived and died in this colony, from a single broken cart about to be overrun by brambles all the way into a 600 strong metropolis covering a solid chunk of the map in cycle-round greenery regardless of the whims of nature.

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And I finally could check what map I'd done all this on. Thanks for the great terrain Janleon!

radiant arch
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regarding power consumption of kitchens:
isn't 300 for the mecha kitchen pretty high, given it has 4 workers on top now? 50% more than a factory? like i'll need 2 solar plants to power 3 for all recipes, which seems.. slightly too much?

also 1k for the clockwork kitchen, after it consumed huge amounts of nuclear fuel, enough to build a bot legion with, seems oddly high, doesn't it? it's just stirring some soup? (i'll not ask what it does with the fuels..)
that's twice the foundry energy need - or same as advanced sawmill.

cloud flax
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I think it might just be by that time you are expected to have gone beyond large water wheels and generate power using nuclear power plants .. and these might just be the power dumps for these large power plants

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Atleast the clockwork kitchen

radiant arch
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lemonade stands can't overlap with squewers / overhangs sadly. (map reader mod)

radiant arch
# cloud flax I think it might just be by that time you are expected to have gone beyond large...

basic nuclear reactor is around as expensive as a clockwork kitchen. ๐Ÿค” okay, that one makes kinda sense given timing and all (just feels odd given what it actually does).

having a situation with limited water power/ difficult transfer around map. it felt like there was a gap here still.
especially the mechanized kitchens are doable regular pre-ENS option. offer nothing exciting beyond it too, having just the old regular kitchen stews.

cloud flax
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Tbh you just need 1 for delux stew. Others can still be made without workers in other buildings

radiant arch
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having only 1 food item left for every 3rd beaver is bad, isn't it?

heavy lodge
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You should really ask this ? ๐Ÿ˜ฎ ๐Ÿคฃ

crisp parcel
wooden lark
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Is this the right place to ask a question about the White Paws faction?

shell fiber
shell fiber
shell fiber
shell fiber
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sorry sometime i just input whatever without looking at other similar buidlings

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if anything the most power intensive buildings should be heavy industrial stuff, like the giant sawmill, foudry, factory and assembly line

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and the ENS

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but eeeh

radiant arch
shell fiber
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hmm...well of course removing all the log and plank balloon reciepes triggers that fucking crash again...

radiant arch
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lovely detail how mines loose the fire while flooded

shell fiber
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well, if the game won't let me do what i want, i can always outstupid it

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since the log and plank balloon trades are kind of pointless but can't be remove, i can make them less pointless, maybe

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so now they are "beg for logs" and "beg for planks"

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which gives you planks or logs in exchange for nothing

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except they cost science to run

heavy lodge
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beg for logs are, more likely, for LeafCoats (to prevent plant murderer debuff) ๐Ÿ˜ฎ

shell fiber
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oh, if you ask them for planks or logs, you lose 3x more science per reciepe ๐Ÿ˜…

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just because they're really the worst one to ask for that ๐Ÿ˜…

heavy lodge
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better than to kill trees ๐Ÿคฃ

shell fiber
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thankfully the whitepaws have no regard for plant life ๐Ÿ™‚

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anyway, gotta go !

radiant arch
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killing off all the berries and bramble is a happy milestone of every game

cloud flax
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I don't think I have ever done that

radiant arch
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why not? once i get to the GMO it's usually time to burn it all down and grow grapes and sequoias instead. such a waste to keep those huge fields virtually unused ๐Ÿ™‚

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tree nursery alone cuts down brambles to 40% the space need (i keep some for decoration, but it's virtually unneeded for me)

cloud flax
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I never tried whitepaws on a map that's small or lacks space...

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So usually there will be some wild brambles and berries here and there

stiff flint
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I keep berry fields as long as a can but the don't scale well for natural harvesting

sullen cape
shell fiber
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yeah i'm getting irritated with that... debugging this BS is really time-consuming i might just change the prefab names of the buildings. problem is that would erase balloons in pretty much everyone's saves which is unpleasant

rapid trench
shell fiber
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it's still not very good practice, but at this point i have no choice, it's incredibly difficult to roll back.

radiant arch
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it's too sad to again need to break peoples saves for such a stupid reason, isn't it?

shell fiber
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oh, well i wouldn't be breaking people's saves, just their balloons

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that would all disappear and be science locked again

radiant arch
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okay, i would cry a moment and cheat them back if that's all it was ..

shell fiber
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yeah but that's not that simple for all the blokes using it on steam

radiant arch
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you want a patch instead? to not bother renaming it and just change recipes however you like?

sullen cape
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Personally I think this could be a bug report or feature request

radiant arch
sullen cape
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Sorry I beat you lol

radiant arch
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that's true in itself. yet it would also hide unintended changes and it surplus code not used commonly

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not sure anyone beside lapan is refactoring recipes this much either

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seriously.. who had the idea to apply growth boost to wild brambles... ๐Ÿคฏ

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it's nice it works on trees too, but on brambles.. that's .. weird

shell fiber
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i'm not payed enough to fix that crap ๐Ÿ˜…

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but i managed to grab the tip of the problem's tail

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these are leafcoats balloons

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or rather they would be if i hadn't forget to change the model's name

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it will take me a bit of time but i'll fix that mess, i still have the previous version packaged so i have the IDs of all the previous reciepes

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that will make my filing quite a clusterfuck because some reciepe is called "nenuphartrade" while it gives tools but whatever ๐Ÿ™„

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anyway, have some work to do

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(real life work i mean)

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see ya later

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whelp, nope, all the clean benches are full...

radiant arch
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this tree might be my new nuclear reactor (and sawmill and abyss tbh). only 800 days to go ๐Ÿ™‚

sullen cape
sullen cape
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I should try that map next haha, but maybe for Leafcoats

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Oh and I haven't had time to play with Tubeways yet ๐Ÿคฃ

radiant arch
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not sure this map is big on tubeways.. would need bridges

radiant arch
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tricky as you need to keep that one tile empty for the tree to replant

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path works too, which is a huge help with them

sullen cape
radiant arch
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had fun with folktails and ziplines

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till cycle 15, everything researched and built and only waiting on the wonder to complete

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that was soooo weird.. to understate the experience

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like look at those? that's a stage just before ENS and plenty to explore and much unbuild yet. and folktails game was over like that (+120k unused science points)

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twice as long into the game and thrice the number of beavers my whitepaws only just got the big industries starting

shell fiber
radiant arch
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trade gone conquest Catapult love it!

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or to say it in beaver: "To adapt to the post-apocalyptic world, beavers needed some extreme measures"

cloud flax
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Yayyyyyyy

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These might bring the biggest change in the tech tree I believe

radiant arch
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demolish highlight looks a little odd still with those.
pillar can be build before base too (again?), or at least in this case, where the ground below isn't even started to build yet.
this will not survive save&load anyway. just found it curious

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regarding my sequoias: they not like it when there's a path on 0,0 -> wont plant again.
it can be marked there, if all is path or free around the actual tree, just not plant.
they been fine with cabbages or grapes~~ they just must not be marked for planting while replanting the sequoia.~~
i like it, yet it's odd and likely should not be relied on.

shell fiber
radiant arch
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did more testing and it is working for me.
as long as you are fine with planting below them? (limited to grapes, berries and cabbage, anything else is too high)

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actually really really helpful to put grapes there

shell fiber
shell fiber
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fml

radiant arch
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looks like there's more to the pillars.. at least the long one. they might not allow for mega platforms on z=2 for no visible reason

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trying to place one makes the overlay vanish on this position (sometimes??), or red

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curiously did not hit this spot on my first tower, but got to improvise much on the neighbour

shell fiber
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it seems that this survives just fine

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it is somewhat ugly, but if functionnaly that's not an issue, i think i'm fine with it

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in large part because i can't find any way to fix it

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otherwise we fall back on the bug that freezed the game with no warning

shell fiber
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ah, right, the giant sequoia (plant) issue

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seems to be working ๐Ÿค”

radiant arch
# shell fiber

i could not get this to work at all when testing it.. odd..
but had it too, that they not liked to plant at first when my cabbage was marked for planting, and later i could use it just fine.

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glad if it was just something off with my game ๐Ÿ™‚

shell fiber
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small improvement so it's easier to keep track of the tile that the sequoia needs

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also the 'ghost' is in the right place

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i wonder if i can make the 3D model a bit better, right now it's really just a big pine tree ๐Ÿค”

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ngl i also really like the bright yellow of the leaves when the plant is dry ๐Ÿค”

shell fiber
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they are a lot more fluffy now

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but the red is a bit too red

radiant arch
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red might do with a second tone to fully shine? like red+yellow = fall or red+green=christmas ?

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love the way you enhanced the model! looks real impressive!

shell fiber
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i think it looks a bit too fluffy maybe ๐Ÿค”
i think sequoias are supposed to have a long naked trunk before the leaves

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i'll see what i can do with the vertex paint

shell fiber
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much Better

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'ill rename them "golden sequoia" or something just for the sake of clearing the confusion about the color

shell fiber
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i improved the top leaves a little bit

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also, the game gets confused by the tree occupancy

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once the tree is planted, the planting order remains, but if you remove it, you can't replace it

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untill the tree is cut of course

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also i've been working on a little something ๐Ÿ˜‰

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pretty sure that front module wasn't supposed to be grey though ๐Ÿ˜‘

cloud flax
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How the power input gonna work now ๐Ÿ‘€

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But finally we gonna be using the front LoveFT

shell fiber
cloud flax
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Won't that tile be occup though.... Eh, I will wait till the update comes.

last goblet
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I have a lot of lumberjack flags, but they are not collecting the bananas...
I marked the area to cut trees
i'm forgeting something?

I don't want to put another build to collect them (woodfeling planification lodge or lumberjack's barn) because i have ~80 unemployed beavers

cloud flax
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Unmark and remark the area for cutting and try it

last goblet
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12 greenhouses full of bananas :/

last goblet
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I need a path inside the greenhouse?

cloud flax
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The gate shouldn't be blocked

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They can only enter from the gate

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And only mark the inside of the greenhouse

shell fiber
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i think i have fixed that recently, or is it on my current build ๐Ÿค”

shell fiber
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i've been itching to improve this one for a while now

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two buildings can "smooch" and form a bridge

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or directly carry a bridge ๐Ÿ˜‰

sullen cape
shell fiber
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those beavers are a bit large ๐Ÿ˜“

shell fiber
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update incomming !

shell fiber
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tell me if things implode

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or explode

radiant arch
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that part about the kitchen needing more space now.. that got me worried to reload..

shell fiber
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it's actually a new building, the old one just got deprecated ๐Ÿ˜‰

radiant arch
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awesome! love you!

cloud flax
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Wait, is it just the new kitchen?

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Damnnnn another super nice building like florist lodge... Would be interesting to see how all it can be used :D

radiant arch
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Beaver doesn't have a Ananas found in save, ignoring it.

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got a crash: KeyNotFoundException: The given key 'DrillBits' was not present in the dictionary.

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looks like a misspelling: it's Drillbits in other definitions

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fixing it in Blueprints/recipes/RecipeSpecification.Screwaxle2.json resolves that crash

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next crash: KeyNotFoundException: The given key 'Apple' was not present in the dictionary.

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replacing it with Apple_WP in airship 'ananas' and 'grand tour' recipes fixed that

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game loaded after changing those three lines

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looks like only 354 ananas got lost

shell fiber
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oh, let me check if i can restore BW compatibility

shell fiber
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anyway, rebuilding with the airship reciepe fixed, as well as the drillbits typo

radiant arch
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a busy whitepaws city still looks cool ๐Ÿ™‚

radiant arch
shell fiber
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hmm...odd

radiant arch
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the inventory is converted alright

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says 400+ apples for the first airship alone

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oh, the assembly lost the recipe.. that might have been it too.. no idea..

shell fiber
radiant arch
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one request for abyss tourism / medical centers: it would be easier to use them, if the had an archway instead
like if you could keep the path / shaft in place and not had to disconnect abyss while building them

shell fiber
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uploading to steam too since there seems to be nothing major

radiant arch
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can't see nothing major, no

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something very minor:
could you please make this one tile above the deep pump less occupying?
can place it the other way over the 'roof' part, just not this way

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occupation above terrace kitchen roof seems broken too. can't place anything on them

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it selects the 'floor' of the kitchen when i hover anything

shell fiber
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okay, rebuilding again

shell fiber
cloud flax
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somehow all my clock kitchens got demolished....

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the new dams look awesome!!!!

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and so does the tea house! :D

radiant arch
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is there a message in your player log about the vanishing clockworks? (not sure it says anything beyond 'removing it' though..)

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mine survived

shell fiber
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the beaver / bot sitting space was already here right ?

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i didn't change anything else ๐Ÿค”

cloud flax
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My last save was in 5.3.4 so maybe it was too big a jump? Will check the logs later. How to check the logs though?

radiant arch
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one of my hands of soup suddenly denies to connect to path when placed on top of the wine cellar..
it works anywhere else but there it seems

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all of the fixes seem to work otherwise (at least for me)

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minor: airship has ananas for recipe name and symbol under 'trade' choices

stiff flint
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building on top of the tea houses isn't working correctly

shell fiber
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are you sure youhave the latest update ? 5.3.9

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works fine on my side

stiff flint
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also have a power problem on the tourism center.... medical facility is working perfectly

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I can attatch platforms to the sides of the terrace but not the levee part of the tea house

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5.3.8.... patching now

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5.3.9 solves the tea house problem.... but i'm still showing "no power connection" for the tourism center

radiant arch
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oh, there's another crash - when clicking on the workshop-list menu it's going Crash with a:
NullReferenceException: Object reference not set to an instance of an object

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can't really tell which one caused that (yet)

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hmm. can't figure it out. did randomly select different buildings and hovered the recipe options and nothing crashed.
only when opening the list of all production buildings it happens.

radiant arch
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not expected them to be this big, tbh, but looks real cool this way!

radiant arch
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this has been missing all the time - just the place to chill after work (and snack on the decorations)

cloud flax
radiant arch
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"the stew was particularly tasty tonight" LoveFT

last goblet
heavy spruce
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Yeah, the buildings where beavers can eat multiple food types at once to get multiple food/drink bonuses ๐Ÿฅน ๐Ÿ™

shell fiber
cloud flax
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Oooh they can be randomised!! Noiceee

shell fiber
shell fiber
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could reproduce it

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hopefully that's not too obtuse to debug

woeful sun
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Let me know if you figure out the issue with ManufactoryRecipeSliderToggleFactory.Create. I can possibly add something to More Mod Logs to write the name of the manufactory as a log message if needed.

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It might just be that ProductionRecipes on the Manufactory is null

shell fiber
woeful sun
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also the crash in player.log would be more useful than the exception snippet

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specifically the Timberborn.WorkshopsUI.ManufactoryRecipeSliderToggleFactory+<CreateItems>d__4.MoveNext () (at <ae7b457d69d14e44873688452756d4ee>:0) line should have a number in square brackets like this: Timberborn.WorkshopsUI.ManufactoryRecipeSliderToggleFactory+<CreateItems>d__4.MoveNext () [0x12345] (at <ae7b457d69d14e44873688452756d4ee>:0) (where the 0x12345 is).

shell fiber
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hmm, i could open the crash-inducing tab on a save that doesn't contain much

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this screen right ? takes a solid second to load, but seems to work

woeful sun
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WorkplacesBatchControl would be the third tab I think

shell fiber
radiant arch
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it was a very late game, so it likely had anything build but the new abyss buildings and the wonder

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i don't know which of yesterday's updates caused it, or if any before, as i not use that tab usually

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the exception was copied from players.log, but i might look at it again to see if there was a number

woeful sun
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Sometimes Often? it's present twice

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once with the IL offsets and once without

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I'm guessing it'll be 0x0005b?

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if it is then that means that ProductionRecipes is null

#

which is unlikely, because that means Manufactory.Awake was never called,

#

or if it's 0x000a2, then ProductionRecipe.UIIcon (from RecipeSpec.Icon) is null

radiant arch
#

at Timberborn.WorkshopsUI.ManufactoryRecipeSliderToggleFactory+<CreateItems>d__4.MoveNext () [0x000a2] in

#

no icon sounds more likely / easier to debug

woeful sun
#

yea

radiant arch
#

so the idea is any of the new / changed recipes is missing an icon / declaring a non-existing one?

woeful sun
radiant arch
#

diff reports it's Shellnecklace in a recipe, while asset only has shellnecklace

#

will run more logs first and test that possible misspelling some after

#

also MediumCauldron in recipe versus Mediumcauldron in asset file names

woeful sun
#

I don't think they case sensitive. I had to make timbertrees case-insentive to be able to load a bunch of waterbeaver stuff.

radiant arch
#

no idea. this is on a proton (linux) so they might for me?

#

that was reason for the first crash too yesterday

#

can't see anything new in the log

#

what was supposed to change?

woeful sun
#

uhhhh, hopefully not, I think names are converted to lowercase when the asset bundle is built

#

just above the exception you should see a timestamped line with ManufactoryRecipeSliderToggleFactory.Create failed with an exception

radiant arch
#

that's there

woeful sun
#

and any lines after that mentioning missing Icon?

radiant arch
#

no

woeful sun
#

๐Ÿ™

radiant arch
#
10:11:32 ManufactoryRecipeSliderToggleFactory.Create failed with an exception
First uncaught exception at 2025-10-02 10:11:32Z

NullReferenceException: Object reference not set to an instance of an object
shell fiber
#

i have zero understanding of what you're talking about ๐Ÿ˜“

#

but i can take a look a the reciepe for medium cauldron and shellnecklace, although i'm pretty sure they have their icons

woeful sun
#

the crashing code is one of the operations in productionRecipe.UIIcon.Value

#

just to double check -- which game version are you running on?

shell fiber
#

well indeed the icon does not have a capital C

woeful sun
#

yea, I'm looking at that in ILSpy, good

#

oh, did the trace change?

#

i.e. did it crash in the error reporter?

shell fiber
#

i'll try to get the bug

radiant arch
#

the at Timberborn.WorkshopsUI.ManufactoryRecipeSliderToggleFactory+<CreateItems>d__4.MoveNext () [0x000a2] in <ae7b457d69d14e44873688452756d4ee>:0 ?

#

that's the same

woeful sun
#

and still only the 1 traceback (printed twice)

radiant arch
woeful sun
#

ahh, maybe UIIcon can't be null because it's a Record,

#

bbuuuutt, then why crash?

radiant arch
#

yeah.. fixing the spelling made no difference..

#

looks like it will need some more log output to figure this one out, like what building or what recipe that was

shell fiber
#

seems to work fine on my side ๐Ÿค”

radiant arch
#

well, it might be a weird edge case when a certain building is present or something. i can do without this menu anyway

woeful sun
#

aaaand it's broken

radiant arch
#

yeah, gave no additional detail, sadly

#

looking at it there seems to be some edge case with overhangs too
the one supporting the wonder basin just vanished with a Loaded BlockObject WALL_Overhang.Whitepaws(Clone) at (21, 65, 7) is not supported by terrain physics. Deleting it.

woeful sun
#

yea, but it fails in ManufactoryRecipeSliderToggleFactoryPatch.Finalizer instead right?

radiant arch
#

as if it wanted to tell me off for defying gravity or something..

radiant arch
# woeful sun yea, but it fails in `ManufactoryRecipeSliderToggleFactoryPatch.Finalizer` inste...

no?

NullReferenceException: Object reference not set to an instance of an object
  at Timberborn.WorkshopsUI.ManufactoryRecipeSliderToggleFactory+<CreateItems>d__4.MoveNext () [0x000a2] in <ae7b457d69d14e44873688452756d4ee>:0 
  at System.Collections.Generic.LargeArrayBuilder`1[T].AddRange (System.Collections.Generic.IEnumerable`1[T] items) [0x0003d] in <56bcb176486e400396fc9557eca2a147>:0 
#

no finalizer mentioned anywhere in this log

woeful sun
#

but the timestamped ManufactoryRecipeSliderToggleFactory.Create() failed with an exception message is no longer there?

#

yea, because it can't find a Prefab from the Manufactory

radiant arch
#

this one, attached to the lowest block in that column

#

could not attach a dirt block here, but place the overhang. it not survived save&load

#

attaching it one tile above did survive save&load (or at any position that it was valid to attach a dirt block to)

woeful sun
#

I've giving up for the night. I can't get my code to find the name of the building, nor it's recipes. (It only finds one null recipe in the water dump, which is clearly wrong).

#

so maybe with a fresh look (no earlier than the weekend) it'll make more sense

#

and of course as soon as I stood up, I realized what was wrong

radiant arch
#
The given key Building.FluidDump.FlavorDescription was not present in the dictionary.
11:29:59 ManufactoryRecipeSliderToggleFactory.Create(Trebuchet) failed with an exception
11:29:59   RockToss has null UIIcon
11:29:59   BombToss has null UIIcon
radiant arch
woeful sun
#

niiiiiice

#

ciao

radiant arch
#

@shell fiber there's two incomplete RecipeSpecification for RockToss and SteelToss (aka BombToss or KABOOM inside the file).
adding an "Icon" to both fixed it for me.
crash might have happened before just by clicking the trebuchet technically (not tested) or the menu of all production buildings.

#

why did i not know about this feat.. need to build a 2nd to throw those at the wonder now.. DamFT

radiant arch
#

sadly my map is too small to run it at full speed of 20 metal blocks / 50 dynamites per hour..
would have been a nice way to research the wonder though. ~32 days (or 25k abyss dynamite) for one wonder sounds alright

#

looking at the balancing i'm not sure if this is odd and distillery isn't up to much (it would need 2-3 this late into the game i suppose?)

#
frost essence
    recipe: +1.5/h
            -3.33 mints
            -1.33 water

    => uses 90 to 430 bamboo plants depending on well-being

    => needs _0.33_ dists for full clinic's frost balm *edit: rarely utilised really*
    => needs _1_ dist to satisfy 500 beavers parfait needs *edit: much less in late game*
        => single alchemist can handle up to **4.5** dists worth of essence
        => single parfait maker can handle up to **5** dists worth of essence

    => trebuchet alone would use up a full distillery worth of essence on dynamite rn
        (the abyss lab can run 10x as much, using up to 4k bamboo plants theoretically)
#

so with my 500 beavers and the clinic still running it was around 120 plants of bamboo needed to keep it up??

#

and no extra to make any dynamite this way as i'd want another 200 at least for that

#

actually the total amount of bamboo works out and the distillery seems to scale fine somehow.
just the other recipes are somehow much much faster which appeared odd to me, as they only get very low productivity.
especially the dynamite recipe, which i can very rarely utilise lacking the amount of bamboo.

#

yeah, just me needing much more bamboo. single distillery likely is plenty for most of the game still -> new ice block route for polar beaver trading certainly helps a lot here!

radiant arch
#

something else i somewhat missed late-game was a GMO version for the red mushrooms. currently running on 4th tent to use ENS science at half speed.

shell fiber
shell fiber
shell fiber
shell fiber
radiant arch
shell fiber
#

or rather, it turns out the "can be attached to walls" also required an extra scripts that checks for the validity of placign a dirt block in that spot

#

turns out the side platforms has to obey that too

radiant arch
#

the most fitting worker for this, isn't he?

sullen cape
heavy spruce
radiant arch
#

well, seems it has the exact same constraint as any dirt block, just missed the check for it

heavy spruce
#

I was using it to stretch the distance dirt could overhang by 1 block ๐Ÿ˜…

radiant arch
#

same here ๐Ÿ™‚

heavy spruce
#

can we get an overhang platform specifically for stretching dirt overhangs 1 more block?
Like putting giant threaded rods through the last 2-3 blocks of dirt to support a platform on which dirt can be placed.
Cons would be that it can only go in dirt (or levees) preventing you putting a ladder or anything else through the ground, but you can still plant on the tile (like the x mark from the levees)

prisma merlin
#

Damn I love this game and the mod but this is really pushing the limit of my laptop only gaming experience

#

How do you find out if you're ram or CPU limited? Is it only by looking at resource manager?

#

I have 32 gigs of ram but it feels inadequate lol

radiant arch
#

wouldn't ram limited mean it goes to swap using disk? or just crash?

#

on my old cpu going at 500 beavers on a small map is barely possible to speed up 3x. anything more, bigger map, bigger colony, and it's beyond capacity

#

at low graphic settings

radiant arch
#

beavers not appear to go to abyss clinic for major burns it seems.
might this have to do with a full gauge on somatic dna enhancement?

heavy spruce
#

I get why this might not be allowed

#

But why isn't this allowed ๐Ÿฅบ

cloud flax
#

Not sure why the paths to medium tanks arent connecting

radiant arch
#

what kind of building is below those?

#

i had that exact same issue when building on top of the GMO wine cellar since recent update

cloud flax
#

the wine cellars

radiant arch
#

looks like that one is buggy

cloud flax
#

is there independent power input to this??

rapid trench
radiant arch
#

this might take some time, but it will be cool ๐Ÿ™‚

#

(those trees are awesome if you want to hide things from your beavers)

rapid trench
#

I doubt they protect the beavers from the exhaust fumes, but some sacrifices are necessary ๐Ÿ™ƒ

plain kite
#

i've just tried loading into the game and it crashes. The error log : NullReferenceException: Object reference not set to an instance of an object System.Collections.Immutable.ImmutableArray1[T].get_Length () (at <6bb08d37de124a778ca2954872cc5e3e>:0)
System.Collections.Immutable.ImmutableArray1[T].IndexOf (T item) (at <6bb08d37de124a778ca2954872cc5e3e>:0) System.Collections.Immutable.ImmutableArray1[T].Contains (T item) (at <6bb08d37de124a778ca2954872cc5e3e>:0)
Timberborn.Workshops.Manufactory+<>c__DisplayClass56_0.<Load>b__1 (Timberborn.Workshops.RecipeSpec recipe) (at <674a4f4306b24a2ebe0e5892ff226cad>:0)
System.Linq.ImmutableArrayExtensions.SingleOrDefault[T] (System.Collections.Immutable.ImmutableArray1[T] immutableArray, System.Func2[T,TResult] predicate) (at <6bb08d37de124a778ca2954872cc5e3e>:0)
Timberborn.Workshops.Manufactory.Load (Timberborn.WorldPersistence.IEntityLoader entityLoader) (at <674a4f4306b24a2ebe0e5892ff226cad>:0)
Timberborn.WorldPersistence.WorldEntitiesLoader.LoadEntity (Timberborn.WorldPersistence.InstantiatedSerializedEntity serializedEntity) (at <3037797009454b6392a4cd86c8153335>:0)
Timberborn.WorldPersistence.WorldEntitiesLoader.LoadEntities (System.Collections.Generic.IEnumerable1[T] instantiatedSerializedEntities) (at <3037797009454b6392a4cd86c8153335>:0) Timberborn.WorldPersistence.WorldEntitiesLoader.LoadNonSingletons () (at <3037797009454b6392a4cd86c8153335>:0) Timberborn.SingletonSystem.SingletonLifecycleService.LoadNonSingletons () (at <c2ac3e6cf4d444f5a53bad760fa331db>:0) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Timberborn.SingletonSystem.SingletonLifecycleService.LoadAll_Patch1(Timberborn.SingletonSystem.SingletonLifecycleService) Timberborn.SingletonSystem.SingletonLifecycleUnityAdapter.Start () (at <c2ac3e6cf4d444f5a53bad760fa331db>:0)

radiant arch
#

do you have the latest version installed? (5.3.9)

#

there's an invalid / deprecrated workshop recipe somewhere

#

but message not says which building it is from

plain kite
#

Experimental branch . And Whitepaws 5.3.9

radiant arch
#

that might give more ideas as to which building is causing the problem

#

with those it's often as simple as editing a text file, if you can figure out which it is

#

oh, wait.. do you have a trebuchet present? (and clicked on that or tried opening the workshop list menu?) -> that is known to be broken still, but only if triggered in game

plain kite
#

i do have a trebuchet on the map , but it crashes during loading.

#

i will add the more logs mod and retry

radiant arch
#

in theory it might put out a few lines above the exception message in players log that might tell the building

plain kite
#

i think i got it

#

20:35:54 TimberApi.Tools.ToolSystem.ToolService.Load() executed in 00:00:06.7507852
20:36:07 Manufactory.Load failed with an exception
20:36:07 IronTeeth_ForeignFood_CommonBalloonReciepe is missing BackwardCompatibleIds
20:36:07 BalloonDirt is missing BackwardCompatibleIds
20:36:07 BalloonMetalBlock is missing BackwardCompatibleIds
20:36:07 BalloonRDynamite is missing BackwardCompatibleIds
20:36:07 WorldEntitiesLoader.LoadEntity(WPIronTrader) failed with an exception
20:36:07 Timberborn.WorldPersistence.WorldEntitiesLoader.LoadNonSingletons() failed after 00:00:12.7785858
First uncaught exception at 2025-10-03 20:36:07Z

NullReferenceException: Object reference not set to an instance of an object

#

I'm 90% sure i had an iron teath ballon active

radiant arch
#

the balloon trader with iron teeth hmm..

#

sadly i'm not sure how those particularly are applied..

heavy lodge
#

Now, all sections in a blueprint are mandatory to be present, and , in recipe, "BackwardCompatibleIds": [] is a must to have

radiant arch
#

would an empty field be enough?

heavy lodge
#

Sure, not need to contain something, just the section need to exist

radiant arch
#

wait, does this mean this would be an issue with any other trade route possibly??

#

@plain kite adding a "BackwardCompatibleIds": [] to Blueprints/BalloonTrade/IronTeeth/RecipeSpecification.BalloonDirt.original.json and co might resolve the issue too

#

like in

{
  "RecipeSpec": {
    "Id": "BalloonDirt",
  "DisplayLocKey": "Good.Dirt.DisplayName",
  "CycleDurationInHours": 60,
  "CyclesCapacity": 5,
  "Ingredients": [
    {
        "Id": "Satchel",
      "Amount": 5
    },
  ],
  "Products": [
    {
        "Id": "Dirt",
      "Amount": 50
    }
  ],
  "ProducedSciencePoints": 0,
    "Fuel": "",
  "CyclesFuelLasts": 0,
  "FuelCapacity": 0,
  "Icon": "Sprites/Goods/DirtIcon",
  "BackwardCompatibleIds": []
}}
plain kite
#

ok, give me a sec to try that

#

still crashes , but a different error

#

First uncaught exception at 2025-10-03 20:54:31Z

Exception: NeedSpec with id Ananas is not used!

Timberborn.GameFactionSystem.NeedVerifier.VerifyAllNeedsAreUsed (System.Collections.Generic.IEnumerable1[T] needSpecs, System.Collections.Generic.ICollection1[T] allFactionNeeds) (at <65ce4d3c48d54cd9b791ef118c030281>:0)
Timberborn.GameFactionSystem.NeedVerifier.Load () (at <65ce4d3c48d54cd9b791ef118c030281>:0)
Mods.MoreModLogs.SingletonSystemPatch.ErrorReporter (System.Action fn) (at C:/Users/***/Documents/src/Timberborn-MoreModLogs/SingletonSystemPatch.cs:61)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Timberborn.SingletonSystem.SingletonLifecycleService.LoadSingletons_Patch2(Timberborn.SingletonSystem.SingletonLifecycleService)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Timberborn.SingletonSystem.SingletonLifecycleService.LoadAll_Patch1(Timberborn.SingletonSystem.SingletonLifecycleService)
Timberborn.SingletonSystem.SingletonLifecycleUnityAdapter.Start () (at <c2ac3e6cf4d444f5a53bad760fa331db>:0)

radiant arch
#

experimental branch indeed^^

#

this is the faction spec.. wait.. this is..

#

no.. there's no such definition? weird..

#

Blueprints/Goods/WhitepawsGoods/Special/GoodSpecification.OmniDrink.json does contain something about ananas need, replacing needId: "Ananas" with "Apple_WP" might work??

plain kite
#

1 second. The callStack has somethig related to Automation ( i use that mod as well)

#

Failed to create an exception game save due to exception: System.NullReferenceException: Object reference not set to an instance of an object
at Timberborn.SerializationSystem.PrimitiveTypeSerialization.Serialize (System.Object value) [0x002b5] in <313804ca0b894284913597204dbec43f>:0
at Timberborn.SerializationSystem.SerializedObject.Set[T] (System.String name, T value) [0x00000] in <313804ca0b894284913597204dbec43f>:0
at Timberborn.Persistence.ObjectSaver.Set (Timberborn.Persistence.PropertyKey`1[T] key, System.String value) [0x0000d] in <bc93bf5cb6d142639d35aef1103b3d27>:0
at IgorZ.Automation.ScriptingEngine.ScriptableComponents.WeatherScriptableComponent.Save (Timberborn.WorldPersistence.ISingletonSaver singletonSaver) [0x0000b] in <70415bde15cb4d1a9d3d63411c79001d>:0

#

i'l try remove it

radiant arch
#

it might be that mods not are up to experimental branch

#

so this is likely really helpful to lapan or others to prepare for changes ahead of time

plain kite
#

was working fine last week.

plain kite
cloud flax
#

is it just me or the ruin mines are no longer going to the bottom of the map?

radiant arch
#

oh, did he fix that?

#

whitepaws been the only faction that had it enforced i believe

cloud flax
#

RIP... Should i just shift the abyss down by a layer ๐Ÿ˜ญ

radiant arch
#

map resizer?

cloud flax
#

does it increase the height?

radiant arch
#

it can be used for that, yes

#

basically it creates a save with extended sizes if you want it to

radiant arch
#

@shell fiber summary for you above about the bugs and list of conflicting files

cloud flax
#

what was the mod that allows you to see the grid coordinates??

radiant arch
#

(just sounded like something luke would make, so guessing here)

cloud flax
#

hmm JC uses it. Its not this but it showed coordinates around the seasons bar

#

it was timprove 4 UX

#

it shouldnt break the game hopefully.... planning mega builds is tough

last goblet
# radiant arch at low graphic settings

You can put the graphics setting on high or ultra...
Even a MX150 Nvidia from a laptop (2008) is sufficient to run on ultra
I tested ๐Ÿ™‚ there's no fps change in run on ultra or low...

The CPU is the problem...
On my desktop I have a Ryzen7 5700x3D, 16 threads on 4.5GHz (i think)
But the game uses only 200% or 300% of CPU :/
With 1k beavers, i cannot run on 3x speed

radiant arch
#

well, i have to use proton to run it, so there's extra CPU on visuals

last goblet
radiant arch
#

usually on a late 400-500 settlement on a small map it's around 10-15 fps for medium settings on 3x speed which works for me
slightly bigger maps get to single digit on that.
ultra forces it to 1-3 fps on single speed

#

maybe my setup is broken and it is not using the driver? ...

last goblet
radiant arch
radiant arch
#

.... looks like playing with steam settings fixed my client to allow workshop again ๐Ÿคฏ thanks @last goblet for encouraging me to try something about it

#

and it just was a version mismatch on the proton and now i can play with ultra settings DamFT

#

at better performance even..

#

sooo different.. HappyFT

cloud flax
#

The Hot Springs hidden under the mountain.... This ate my head too much even when i was planning ||using dev mode||

radiant arch
plain kite
#

@radiant arch Thx for help yesterday. I got it to work. After multiple try and error i had to :

#
  1. Add "BackwardCompatibleIds": [] to every .json file from BalloonTrade\IronTeeth
#
  1. Add a new line for Ananas in Faction.Whitepaws.json ( Path : Blueprints\Factions) : Ive added : "Ananas", // +3
#
  1. It was not related to the Automation mod. I've added it back and it works.
heavy spruce
#

Im getting a weird issue when I build a super-fertilizing irrigation bath, no recipe is selected, then when I load in, it deselects the irrigation recipe...
So the building consumes water without irrigating...

radiant arch
#

what a nice amount of dynamite HappyFT

#

does it actually stop the irrigation too? the selected item not highlighting is known, but should not stop it from working. (actually should be same for other irrigation towers)

cloud flax
cloud flax
heavy spruce
#

I put in a "small" lake

#

it needed just a little dynamite...

radiant arch
cloud flax
#

End game they are fairly cheap

#

Mid game still it might be a bit tough

grand rain
#

those balloons are really cool

heavy spruce
#

It was a birthday explosion, it needed balloons, count the dynamite to guess my age

radiant arch
#

10296?

heavy spruce
#

Add a 0 and double ๐Ÿ‘

bitter storm
#

I was binge-watching JC's U6 WBO play through since EP12, since I had gotten busy then and am free now (currently at 36) and I thought of a mod that might be helpful

This mod would allow you to see the current rate of production of goods and the current rate of consumption of each of the goods in each of the buildings

This would help JC a lot lol

woeful sun
#

Good Statistics gives global numbers, but not per building.

#

The building "Productivity" is sort of a measure of that

#

I thought it might be a nice mod to highlight the blocking good, i.e. the one that's missing, or too much has been produced. eg: #๐Ÿค–mod-creators message

#

Another issue is also not many mods are being newly created for Update 6. So many of the new mods won't be useable.

bitter storm
#

Well my thoughts were that if there was a list of numbers regarding production rate it would be much easier for JC, and significant reduction in headache

woeful sun
#

There's only a single production rate though

#

The rate for the currently selected recipe

bitter storm
crisp parcel
last goblet
#

Guys, where's the Observation Deck and Dance Hall?
And how can i have a prosthetic for my maimed beaver?

radiant arch
# last goblet Guys, where's the Observation Deck and Dance Hall? And how can i have a prosthet...

maimed technically go to abyss medical center (not sure it's working reliably rn though)
the floating balloon zipline has an observation deck
if you still see a 'dance hall' you likely have an old version. try updating to current one -> there never was a dance hall and the leftover 'need' was disabled recently
(there's also nothing to satisfy the 'shrub' need, it's another artifact i guess)

last goblet
radiant arch
#

"this town has surpassed the place they came from" finally ๐Ÿ™‚

heavy lodge
silent lark
#

Ok i need help, I recet made a new map with the new update with rope, Im strugging to get more. Obviously im trying to get a Tree Nursery, which takes 10 rope, but also needs 300 dirt. I saw that can be traded with the Iron teeth (ballon takes 4 rope) which needs Satchels from the seamstress, but requires 3 rope for 5 satchel for only 50 dirt each time (needs a total of 30 rope which i dont have), or build a drill which requires 20 rope (and more science again after the nursery) . I already had to take down all my bad water pumps (1 ech) and medical beds (1 ech). I have 14 unused rope (10 is sitting in the Nursery ready to build so i dont spend it) with 2 balloons (4 each i can take down).... How do i get the nursery without spending so much rope?!?! I only have 24 and 10 again is needed for the nursery. So i need to build a drill, then demolish it after to make it work?

rapid trench
#

you can make rope in the handicrafter from fibres from the flower garden/terrace (sorry, I don't remember the exact names), or has that changed?

silent lark
#

Oh my god thank you so much, i was struggling so much, i just started getting the drill going then realized i F'ed up when i didnt unlock the robotic arm yet that it needs.

rapid trench
#

no problem; in my first whitepaws game I actually didn't realise you can easily get dirt from trading so I went ahead with only the drill dirt, let's just say setting everything up for that took a bit longer than the trading

cloud flax
radiant arch
#

reminds me i need to push a mod for the latter to enable with whitepaws.. or ask the mod creator to use my values.. (edit pinged the original author and passed my patch)

prisma merlin
#

Hello, is there not a way to have a 3 way zipline connection?

radiant arch
#

balloons

#

zipline tower upgrades have more too, or the scavenger den, which has the most

prisma merlin
#

Ok, that was not obvious for me, @shell fiber, you might want to specify how many connections the zipline buildings can take in their description

polar wind
shell fiber
#

i'm back, sorry all, busy weekend

bitter storm
shell fiber
shell fiber
shell fiber
shell fiber
shell fiber
#

and thanks to normanr for the log making thing too ๐Ÿ˜… (i think)

cloud flax
cloud flax
shell fiber
# plain kite

ananas should have been removed cleanly, the reason the game complained is that the ananas need from a previou version was not properly removed when updating the mod

shell fiber
#

okay, fixed the winery roof issue

#

added connection numbers to the descriptions of the ziplines

#

wait, didn't the game already do that ?

#

eh

#

added the "backward compatiblitity" thing to all balloon reciepes

shell fiber
#

okay, i have made a 5.3.5 save with all balloons running all receiepes, could load just fine ๐Ÿ™‚

shell fiber
radiant arch
#

map making shows only a shorter version, so i only see this in game.
here it's 8m deep it seems, without the building. map here only has 6m, which is too little.

building adds 2m extra or so, for a total around 10m i would guess. but the actual moving part only might go to the original depth of the abyss.

#

imho 5m would be plenty already for it. not really bothered by it much thought.

shell fiber
#

yeah i figured i needed the abyss to be shallower to fit with the sky islands, but then i realized i also need to edit the WP mod too, which is not too hard, but then i realised i needed to review the abyss elevator animation, and my motivation died on the spot ๐Ÿ˜…

#

but more importantly, i should have the ruin rewritten entirely so that it reserves a 5x5x6 mass of terrain under itself, but i don't know if that would mess it up

radiant arch
#

not sure it's really a great idea to force occupy any. as most maps aren't specifically made for whitepaws any abyss not fitting the criteria would just vanish

#

having a smaller depth in the description / visually shown in map editor plugin might be easier

shell fiber
#

okay well scrap that then

radiant arch
#

as much sense as it makes to not be able to tunnel below them. i not really enjoyed it when they force-occupied all below. made them vanish randomly from maps when i forgot a tile far below and forced that giant dirt pillar, which isn't really sweet, visually.

shell fiber
#

btw, i'm "fixing" the irrigation towers by making them use directly resistance factor instead of water, this way delivery by haulers will work properly

#

to compensate the higer usage, i doubled the output of the distillery

#

and halved the effect of the potion when drunk by beavers to cure contamination

#

but then i want to have the tower display the resistance factor as a liquid (as you'd expect) which means for consistency i'll make it a liquid item and not a box

#

probably a lighter blue liquid ๐Ÿค”

radiant arch
#

making them a liquid would be cool. always thought they should be.

shell fiber
#

hmm... just realised that birdges don't snap to the entrance of the super fertilizing tower bath ๐Ÿค”

radiant arch
shell fiber
#

good point

#

by the way, what requires sawdust late game ?

#

i also made the turbo badshroom reciepe require logs

#

so effectively pollution resistance factor can be sawdust-free

radiant arch
#

GMOs much. paper..

shell fiber
#

oh

#

makes sense

radiant arch
#

i don't think there's much that uses sawdust. but foods can run low (berries? brambles? i forgot.. no game open)

#

most goes to abyss explorations and things made by ENS in form of paper i think

#

usually i burn it all

#

especially when buildings things that require logs / planks and want to use the advanced sawmill

#

rarely using 1 or 2 at gnawing station if there's no demand for logs / planks to avoid food from running out

rapid trench
shell fiber
#

since mushrooms can also be grown from logs with the slow reciepe

shell fiber
heavy spruce
shell fiber
#

well i figured tar would be hard to used when cold, so it has to be kept warm ๐Ÿค”

wicked pecan
#

i have 2 problems. rock tossing machine crashes game when clicked

#

and abyss tourism center says no power

shell fiber
#

i'll check

#

will be fixed in the next update ๐Ÿ‘

wicked pecan
wicked pecan
#

something wrong in texts and icons

shell fiber
#

i've been working on restoring the hot nuclear press and the advanced warm storage

wicked pecan
#

ok ๐Ÿ™‚ my frist run with water beavers. so its bit hard ๐Ÿ˜„

spiral sigil
rapid trench
shell fiber
#

okay, have to go now, hopefully i can update the mod tomorrow !

wicked pecan
#

watched some of jc videos. well second run as i destroyed cart too fast ๐Ÿ™‚ but i dont count that one as real run

spiral sigil
#

I feel starting on the right map is very important, I started first playthriugh in U7 on a map which didn't have a two high cliff.

Bad idea that was.

stiff flint
#

I still die a horrible death half of the games I start.

spiral sigil
#

Only reason I survive is I literally save everyday, when a problem hits. I trace back to what went wrong and play from there fixing it. Even then sometimes a new run is faster way to get to a stage I like

wicked pecan
#

abyssal nuclear plant text says that it need some waterdischard system etc but i cant find it anywhere?

rapid trench
wicked pecan
#

oh im blind ๐Ÿ˜„

wicked pecan
#

gotta love these moments...

rapid trench
#

is it not possible to make abyssal plant require one more buildable level above it when trying to place it? that would solve this issue, right?

wicked pecan
#

easy to test when placing. just didint know that so wont bother in future ๐Ÿ™‚ but yeah some diff solution might be nice

radiant arch
#

You can use map resizer mod to add the level (in game)

radiant arch
#

@shell fiber would you take such a patch if i made one? and would you know if max height of the sequoia is more than abyss reactor with fountain?

rapid trench
#

whichever is simplest to do, I guess, but I can imagine spending the resources and time to build the abyssal generator and then not being able to place the fountain to be very irritating (fortunately I didn't encounter that problem myself yet)

radiant arch
#

very frustrating indeed.. had to resize lots of my games to get rid of this artificial restriction

cloud flax
radiant arch
#

i just assumed they scribbled on food containers. given how greasy and colourful their paws would be with all the junk food

cloud flax
#

pumpkin chip packets are filled with mysterious equations!

#

btw, any thoughts on painted tails yet? not sure how to fit that in whitepaws lore

cloud flax
wicked pecan
#

and water handling at those heights is pretty impossible. if whole map havent been planned for it. also there is so much easier ways to get water and power so atm i think that whole big nuclear thingy is totally useless. but attleast i have built it now twice.

#

i mwan technology that is needed to make it is so far that all those problems are allredy solved when u can build that and at that point its just waste of time and resources in it current form

radiant arch
#

it's cool and provides loads of water

#

it's faster to just go and build the wonder though^^

wicked pecan
#

but its pretty much useless water.

#

cos at point where u can make it u dont have problems with water anymore. might be usefull if water would be piped down or coming just from one point or something. but its current form its useless. only nice to have thing with huge resource sink

radiant arch
#

you can build aqueducts to guide water

#

sure, not all maps or playstyles need the water

wicked pecan
#

yes u can to sink even more resources times 3 cos how it spills the water. to archive nothing as all problems that it might solve u have solved allredy earlier. i like complexity of this faction and production chains etc. but that one is just useless

rapid trench
wicked pecan
#

yeah that one might be only mod where its usefull.

#

but for normal/hardmode etc games its useless. for decoration u can use it. but it wont help solving any problems.

rapid trench
#

for me it's also sometimes useful as an extra water source in another location with my house rules of not using the fluid dump and irrigation towers

#

I guess having it somehow be a wonder perquisite might be an idea to consider, don't know if that was already raised and postponed/rejected

wicked pecan
#

yup it should produce something what we need for something.

#

i have 1k beavers and all the energy and water i need ( ofc im playing in normal mode as its my first time) but even with hardmode my colony would have sorted problems( or died) before it can be built. or played with really small colony for week or two to get that one done. but yeah it would be usefull in progressive mod

radiant arch
#

not all (small) maps have enough water for 500 or more tbh

#

power is no issue usually

#

also sadly not all maps support the reactor either

rapid trench
radiant arch
#

can make the abyss even more worth it as it's the literal only source on the map free from any such surprises

radiant arch
#

anyway. here's a patch to allow abyss reactor and tall plants anywhere on the map.
just placing it into Scripts path of mod enables it.
all it does is change 'height above terrain' to be at least 24 (which i hope is fitting) instead of the default 10 only.

tested with new game, old save, diorama map, custom map, map resizer mod and all worked as expected. could place tall things not able to before. no weird messages.
in case some other mod / map sets a bigger height already, that will be used.

wicked pecan
#

project triumph was bit too easy to launch.

#

my suggestion is that it would need enriched uranium rocket fuel etc. made in big nuclear core and some huuuge amount of it + handling it would attleast halve beaver life

#

like 1 used nuclear fuel would make 0.001 enriched rocketfuel and triumph would need 1-100k of it etc

rapid trench
shell fiber
shell fiber
#

wait how long has this been not working ?

radiant arch
shell fiber
#

well those giant logs placed with perfect accuracy for snapping aqueducts have a reason to be ๐Ÿ˜…

wicked pecan
wicked pecan
#

It didint yday even let me to snap other logs to base logs when I was trying that

shell fiber
#

hmm...i've read the comments about the nuclear power plant really not being necessary and how it's easy to complete the wonder without it.
not entirely sure what to do but i'll try to figure a way to link having the reactor up and running (with water) to the ability to launch the rocket.

might need to come up with some new resource indeed, enriched nuclear fuel or whatnot.

#

actually it's good because i've been wanting to make a building that deletes massive amounts of water but never found a good use for it ๐Ÿ˜‰

wicked pecan
#

Yup and enriched fuel is in reality made in nuclear reactor, so it would be reasonable

#

๐Ÿ™‚

shell fiber
wicked pecan
#

But maybe make small reactor to produce small amount of it also so ppl are not forced to make big one, but small one would take 1000 days to produce what needed by it self. Big one 150days. Etc..

cloud flax
wicked pecan
#

Yeah ofc it's endless water that can be used to make things. And nice things. But it's not necessary. Like I said, it comes so late that all those problems are allredy sorted by other ways. So it's more nice to have thing that really needed thing.

cloud flax
#

And I got toooo many clockwork farms that I do need the nuclear power plant for power... have a total consumption of like 30k or so

cloud flax
#

But ofc I agree that it's for sure more end game than the wonder. Like I had made the wonder waaaaay long before I even thought of building the powerplant

#

Maybe require the wonder to be powered โ˜ ๏ธ๐Ÿซฃ

wicked pecan
#

I know. But it is still only nice thing not survival thing. That was my point.

cloud flax
#

Hmmm yeah. But are people still struggling to survive at that point...

#

It's more of unlocking almost free mode for me atleast

shell fiber
#

@radiant arch do you know if there is an "easy" script that could make the difficulty progressively harder and harder ? like something that adds one day to min and max drought/temperate/badtide length every few cycles ? just so that end game it becomes vital to have.

wicked pecan
#

There is mod for that and there nuclear thingy would be really usefull

shell fiber
#

the lack of difficulty (and progressiveness of) has always been one of my complaints for this game

#

hence this abomination of a mod ๐Ÿ˜…

#

i have to fold the computer for a while, there's some audit or whatever and personnal computers shouldn't be there they said ๐Ÿ˜…

#

see you later !

cloud flax
#

Laterrr

radiant arch
# shell fiber <@1138856251237875794> do you know if there is an "easy" script that could make ...

that sounds simple enough.
could also lower source output slowly, like -1.11% per cycle, down by 25% or even 50% by end game to be extra cruel.

just what would be a good balance? have additional 50% to cycle length with cycle 30? does it cap around 100% extra? how much to go with?
how long does a normal game even last? my slower ones go to 70s, rarely 100 cycles on normal difficulty.
with peak water need around 20-40 cycles i guess and abyss reactor from 40 to 60 usually, if map not forces to do much else earlier or is super restrictive.

#

might want plenty feedback on these numbers by different people with different play styles i think

#

nothing out of the box for it, but simple enough to code

rapid trench
radiant arch
#

does it work with u7?

rapid trench
#

I've played it in U7

radiant arch
#

oh i see

#

yeah, mimicz mod adds water source strength either per population or cycle (cruel^^)

rapid trench
radiant arch
#

that 'progressive difficulty' mod is really cool, but it does add lots of deeper features and cruel and it's configurable during play

wicked pecan
radiant arch
#

something less complex, that just adds some percentage of length to cycle would seem more fitting to me.
not so much mess with how cruel droughts are or the whole clouds and evaporation system that mod brings with it. it also invalidates the difficulty settings of the game, which should not be default imho.
maybe make the increase in length depend on population on top. if that grows quickly, seasons lengthen even more? like 10% for every 100 beaver or so?

rapid trench
#

fair, though the extra features (evaporation system and floods) can be turned off in the mod settings

#

I guess tying it to population would be in the right spirit for whitepaws, but 1. when should the population be measured? start of cycle? and 2. do we get any in-game lore explanation how number of beavers affects the weather?

radiant arch
#

good point... if it only affects cycle length, start of that would be easiest. could go with max too, measured every morning or with every new beaver should be possible.

#

for (2) with lapans words: "How does it works ? " Oh ? Oh, now ? After all these years ? After all these games ? Now you ask ME how those work ?

rapid trench
radiant arch
#

impossible^^

rapid trench
#

infinitely, for sure, but depending on the numbers it could be another way to get the 1000 day drought challenge

radiant arch
#

imagine how much water beavers eat and drink and how little the map is

#

so something most simple might be:

  • add 1 day min/max every other cycle
  • add 1 day per every 100 beaver?

would give +20 days for cycle 30 and 500 beavers
or making it % more around 30 days on normal and 60 on hard? or so?

#

would linear increase be too little?

#

also should it increase both, the temperate and the hazardous duration? or just the latter?

rapid trench
#

I like the % increase idea so it doesn't overshadow difficulty settings, still not sure about making it beaver-dependent (though it would make population collapse events less painful); in my experience with the progressive difficulty mod the linear increase there is a bit too little, in that it starts out brutal and by end-game the 1-2 extra days each cycle is not felt too much, the main reason being that (up to proportionality) in cycle N you have N days to prepare for +1 day, i.e. the larger the N is, the more time you have to expand your infrastructure for the same extra drought time; I think maybe making it a polynomial increase (something like N^1.5, I think quadratic might be too brutal) might be better

radiant arch
#

if i used a 1.2% increase with each cycle, the duration would double every 60 cycles
with 1.8% would double every 40.
those would feel like a proper range for me for normal or easy difficulty. might be better to go with more for easy and less for hard maybe.. dunno..

#

for normal difficulty that would make drought equal temperate from cycle 40/ 60 onward, if temperate stays same length throughout.

#

if i add another 1.2% per beaver (to base duration, not factored) that would give around 50% extra per 300.
so if you had 300 beavers at cycle 30 with 1.2% you get to double duration of drought / bad tide already.
with 600 beavers and cycle 60 that would give 3x base duration i think (1x bonus from either population and cycle count).

#

would certainly want a hover info on it with the UI to make people aware of it?

#

can certainly see more need for aquifer and abyss water this way.. and for dams and big water storage

stiff lily
#

Possibly unpopular opinion: it would be nice(r) if that that could be config driven rather than hardcoded. Having the ability to decide โ€œI just want a โ€˜normalโ€™ playthroughโ€ as opposed to โ€œMake me suffer more and more plsโ€. Maybe the weather change is more of a WB Hard Mode change rather than the traditional Hard Mode fixtures?

#

Just pondering that opposed to vanilla where with Normal youโ€™re pretty much safe forever (unless youโ€™re learning) and then with Hard youโ€™re safe after the first few cycles that can be brutal. With WB, you can die on Normal at any point without much effort until youโ€™re more mid-late game, and Hard Mode (I imagine, not personally tried) would just be mega brutal for a long long time.

So if you removed the brutality of Hard Mode being the longer seasons at the beginning, but made it increase in difficulty over time as you progressed, that also seems to fit with the WB mantra but wonโ€™t make everyone else sweat along with it.

#

More โ€œreimaginingโ€ what Hard Mode in WB looks like

radiant arch
#

might be those changes could kill off most existing games too, if the changes would be suddenly applied ๐Ÿค”
like suddenly facing double and triple hazards with a random update

stiff lily
#

May end up with some very unhappy people SadIT

#

Is there any way to enforce changes like this only at the creation of a game? Could they get โ€œlockedโ€ or something? The choices that you make in the menus make them seem persistent and unchangeable, but we all know thatโ€™s not true.

radiant arch
#

could do that, yes. use some field in the savegame that only can be added from new game

#

or something

stiff lily
#

Youโ€™d still be able to edit the save file I guess unless you put some silly hashing involved, but then itโ€™s just layers to stop people trying. Not actually stopping it

radiant arch
#

saves are just json files really. nothing fancy

stiff lily
#

Yeah but that also means you could get creative with how your persistent config is stored, loaded and validated ThinkingIT

radiant arch
#

so, a rough idea for such addition might be like this?

* only apply to new games
* make relate to difficulty chosen
  + may reflect in their settings upon game creation
* have some UI hover / notice to reflect current modifier for season
* apply per-cycle-increase of ~1.2% (doubling each 60 cycles)
  + may apply per-beaver-increase, adding about 50% base duration per 300 or so
  + double increase for hard, but same base as 'normal' by default?
  + half increase for easy, but same base as 'normal' by default?
(should make this configurable by json for lapan?)
stiff lily
#

Does anyone play on Easy? Serious question

radiant arch
#

who knows^^

#

now with some rough suggestion i'm curious if this was still along what you thought of @shell fiber ?
also what level of increase / cruelty you would want to see? roughly doubling durations every 30 cycles?
cycles only? population?
want to change water source strength modifiers too? like weakening them slowly down to 75% or 50% slowly? (like the world drying out)

#

technically can make it depend on certain types of building completed too.. if i want to suffer coding some more..
(still kinda got your idea to unlocking things by that way in the back of my ideas list)

#

how about making this a distinct mod? (it's kinda decently complex and fun? might add more ideas over time?)
and allow for a json config for your faction?

#

tbh not a fan of mod settings for such things.. at best allow people to adjust some range with difficulty upon new game only and have to stick to them after

radiant arch
#

odd idea (and not sure it's fun to code this or easy), but:
might it be interesting to give some weight to the amount of science points spend on unlocking things?
like 1% per 1000 points spend, so 50% extra duration for unlocking the wonder. or something non-linear. but not sure this is fun to play actually or how to balance.
(no idea if this is possible like this, just exploring ideas of what player decisions / progress markers might be most interesting to use or adapt best to different play styles)

rapid trench
#

I think it should avoid the formula being overcomplicated, there should be a way for players to have a feel for how long to expect the next drought to be so there can be proper planning

#

not sure about making it a separate mod, at least not with the doubling (exponential growth), because without abyssal water source even 5 doublings of hard mode 30 days would lead to 1000 day droughts, which is brutal

#

on the other hand I it could be a true "race against time" then for the other factions, I guess

#

What's the advantage of adding science dependence? personally I don't see any, everyone will be getting science points anyway, it's not like population where it can be optimised / depends on style

#

for water source strength, I'm again not sure of the advantage, besides maybe making waterwheel energy weaker, I would think that most of the time there's going to be enough to fill your reservoirs even with 50% strength

rapid trench
radiant arch
# rapid trench What's the advantage of adding science dependence? personally I don't see any, e...

with science points (those spend to unlock only) my idea was that there is a fixed amount per faction that can be spend, relating to certain milestones (unlocking ens, abyss, wonder..) and reflect play style and choices somehow more closely than just looking at number of days.
my initial thought was more like: could i make building X have an impact, like a virtual earthquake and there's less water / longer drought after

rapid trench
#

ok, I can sort of see it, though for me weather in this game plays a different role, it's the "unstoppable enemy" that I need to do everything to survive

radiant arch
rapid trench
rapid trench
radiant arch
#

oh, i see.. gave them 1.2% per 10 beaver actually, so 1.012^(600/10) ~~ 2 too

rapid trench
#

oh, ok, 0.12% per beaver makes sense

#

but then why would it give 3x together, and not 2x2 = 4x overall?

radiant arch
rapid trench
radiant arch
#

example was with 1.5 each, so 3 total yeah.. was +100% for population and +100% for cycles..

rapid trench
radiant arch
#

or maybe i messed up the numbers ๐Ÿ˜‡

rapid trench
#

personally I don't think multiplying both is too bad, since the player controls the population and can always go down if needed (I like that aspect of player choice)

#

just that making it exponential in cycle count does make very long games without abyssal impossible

#

but that might not be a problem on second thoughts

radiant arch
#

just for balancing: how much should it go up?
there's players that do with 300-400 easily, and others want 1k or more

#

wouldn't the ones with more already struggle more already?

rapid trench
#

problem is, I think population numbers with whitepaws tend to be completely different than with other factions in my experience, so it'll be difficult to balance for both

radiant arch
#

no problem on that: each faction would have different presets anyway (or whitepaws versus vanilla basically)

rapid trench
#

for whitepaws I'd say doubling every 300 would be appropriate for hard mode, maybe half that for normal

#

for other factions I'd set it lower, doubling every 100 for hard, and for emberpelts even lower, like 75 (pushes them more into engines and juices)

radiant arch
#

leafcoats too

#

they can do with less beavers easily

rapid trench
#

but with artificial wood they need more farming space, which makes them more water-sensitive

radiant arch
#

tbh. i almost never need 100 for any of them to start building wonder around 15th cycle..

radiant arch
rapid trench
radiant arch
#

more wanted to state i might not know really about balancing well going mรญnimal too often.. ๐Ÿ˜…

rapid trench
radiant arch
#

that's the idea, yep

#

if you grow population too fast it gets the major factor

#

if you play long it gets the minor

#

for a normal paced game it might be both grow around same speed giving the full effect

#

just my interpretation though, wanting to have more players choices in than what lapan suggested initially

rapid trench
#

I'm thinking about vanilla hard mode, and if you want the exponential growth to feel like a continuation of that, then it needs to be larger; the vanilla droughts increase on average by 7% every cycle for the first 24 cycles iirc

radiant arch
#

takes this long to reach the full 30?

rapid trench
#

iirc it's 15 drughts and 9 badtides, but I should check in game, give me a sec

radiant arch
#

new game said for me 15-30 on hard mode. same each bad tide and drought?

rapid trench
#

my bad, it's only 6 cycles handicap for badtides, so 21 overall and 8% average growth

radiant arch
#

not sure it should change to use same default for all modes tbh. like the 5-9 (drought) from normal for example and growth factors double for hard, half for easy

rapid trench
radiant arch
#

true .. 21 cycles is a full game basically..

rapid trench
#

oh, it's weird, average increase on normal is higher, 10%, but only for 10 cycles, so I guess that's the more significant factor there

radiant arch
#

if it doubles every 10 cycles that would give: 10-18 (cycle 10), 20-36 (cycle 20) and 40-72 (cycle 30) ?

rapid trench
#

yep, and personally that doesn't sound too bad, it just gets really bad if you continue that to cycle 60

radiant arch
#

true..

rapid trench
#

which is why I was not convinced that exponential is the way to go

radiant arch
#

and adding a single doubling from population not means a lot either..

rapid trench
#

it does, one less doubling from population at cycle 30 gives you over 500 days of a headstart compared to having that doubling

#

(since it's equivalent to 10 cycles, and each of them is very long at that point)

radiant arch
#

for whitepaws, yes

rapid trench
#

why would it be different for other factions?

radiant arch
#

i mean, i can make the curve more complex too.. just not having the right ideas yet i fell..
not want it too fixed on the number of days only (but mostly) to allow for playstyle being part of it..

radiant arch
rapid trench
rapid trench
radiant arch
#

with doubling every 10 cycles that's still .. 50 cycles on hard mode..

#

and not sure whitepaws can handle it growing this fast or other faction are fun to play for that long.. (would want 99x speed..)

rapid trench
#

yeah, I take your point, but I don't really see the alternative without killing early game; make the drought-time growth super-exponential?

radiant arch
#

yeah, something that works early game, mid-game and is just plain doubling-every-whatever later to make endless games impossible

#

and still has the player choose difficulty to some degree (not all want it any harder)

rapid trench
#

there's always the option to make it depend on day count, not cycle count, I guess

radiant arch
#

default with 'delay' and 'progressive length' likely is good already on it, just the cycles after not

rapid trench
#

each cycle is 10% longer is basically the same as saying "cycle length is 10% of day count", so could go superlinear there, say "drought length is 1% * (day count)^1.3)", though early cycles would have to be different since the numbers won't work out correctly at first; with my estimate of ~500 days for the 21 cycles of vanilla hard mode, the 1.3 gives you 30 day droughts at approximately the same time

#

(I like playing with functions, so if you have a vision how you'd like the cycle lengths to work out at particular times, I'd be happy to find some reasonable math to make it so)

radiant arch
#

that's the point: how would a good curve look.. should it be same for everyone? (i.e. depend on playstyle, like population, milestones in game progress, other factors.. how random)
sure it should work on normal best, and can adapt other difficulties after

#

going with actual day count versus cycles adds more random factor to it. especially when you add mods like moddable weather (hazards can be 2-15 days by default for normal i think; temperate can go down to 2 days later)

rapid trench
#

one note for making it day count dependent, maybe it's what you actually meant by your random factor: randoming into longer cycles is more punishing in that case, and randoming into short ones gives much more of a break, so I think it might be useful to think in terms of day count (simpler formulas), but then math the formula back onto cycle count to avoid that effect

radiant arch
#

trying to sort your feedback so far:

the progressive part of cycles being shorter early was meant to stay same as with vanilla difficulty.

only an additional factor based off cycles / days added on top. possibly also some population factor.
so it is harder, but not much different for early cycles (being shorter, factor still low), and still relating well to chosen difficulty.

growth rate is no longer linear. (much) stronger than default still, so difficulty does go way up, just differently and no longer capped.

exponential curve might work well enough like that. might work with different curves too -> i need to plot this.. to see...
it must be superlinear to matter.

question still remains on the actual balance.
also concerns for different playstyles and if to incorporate player choices or how much.
lowering strength of water sources not seems popular.

rapid trench
#

mostly sounds good, but the curve problem is crucial if we want to have a significantly different experience late game, and based on the numbers we discussed, exponential in cycle number might be too slow (at least if it's the same exponential throughout the whole game)

radiant arch
#

just plotted the curve for 1.2% and 1.8% exponential on what's added to average drought duration against cycle count (normal difficulty)..

#

certainly need the 1.8% here i guess or it's too little
or other factors, like population adding early

#

1.8% takes 75 cycles to reach hard difficulty..

#

takes 2.4% to reach hard difficulty around cycle 50, which would seem more fun, still 'only' average ~70 days of drought with cycle 100 at that.

rapid trench
#

I think I would approach the problem the other way around, how long do we want cycle 20 drought to be? how much longer should the next one be to still be a challenge? and then ask the same two questions about cycles 30, 40, and (possibly) 50; from that we can math out an appropriate formula

rapid trench
radiant arch
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1.012^cycle x avg(HazardDuration) essentially

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minus the average hazard duration for the plot, so i only see the increase

rapid trench
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that's what I thought, but what's the average on normal? maybe I gave the wrong number there

radiant arch
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starts out at 4 and goes to 7 by 6th cycle

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badtides actually are half a cycle shorter on average, but ignoring that minor difference

rapid trench
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oh, makes sense, I got confused by the "multiply by average duration, but then only show the extra" part

radiant arch
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found visuallising the difference only showed the impact best

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going with something like DAYS^1.02 * AVG(HazDur) gives hard mode around cycle 12.. double hard mode in mid-20s..

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i fear that one might go much too fast haha

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still want lapans ideas most

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but my feel says something that's low on first 20s, and partly choice-based during 30s to 40s/50s and after is basically slow exponential like what i had before

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having 100 day drougths by the mid-40s sounds little fun somehow.
want to get a decent chance on solar panels and engines when any impact is felt too, so first 20s are likely difficult enough as is

rapid trench
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my thoughts are similar, except I would shift the boundaries down by 5 and make it a fast exponential late game, but that's just my "if it doesn't kill you 3/4 of the time it's boring"

radiant arch
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i think that's more of a players choice there, the part that should be configurable from game start options (like yours would be closer to hard, mine more around normal)

rapid trench
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now I'm thinking of a nice emergent challenge here, where with whitepaws and a fast exponential at some point it's basically just hazards all the time, so you need to re-engineer your water flow to fill everything from abyssal, would be fun, I think

radiant arch
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would be cool to have the player going fast adds some extra 5 to 10 days to drought in the 30s or 40s to force reservoirs and going aquifer / abyss,
while others going slow gives a few cycles extra. hence the population factor idea or something like unlocking key buildings to have enviromental impacts
also to compensate for people having trouble setting up the supply chains to have more time, even on normal difficulty

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if i just wanted to kill nature i could add cycles to the base, like in [1.01 + LN( #CYCLES / 2 ) ] ^ (#CYCLES) or something.
gives 100day-droughts from cycle 60 onward. soon getting to bad water sources being unavailable 60% of the time.

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or other way round: from some point player is forced to rely on aquifer for bad water and go for abyss as there's virtually too little water for much else left

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just no idea from when really, as progress is very different between players
what if 50% of players suddenly can't reach the milestones in time? tell them to try 'easy'? (drought is only 1 day less for that really)
really would like it best if playstyle allowed to push it back some if time was needed

rapid trench
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maybe you could shift when the formula takes effect, shifting which cycle is counted as the 0 for the purposes of the formula, which could e.g. delay everything by 10-15 cycles on easy and speed it up by 5 on hard?

stiff flint
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i think droughts are harder than bad tides.... it's easy enough to set up safe irrigation during a bad tide, but you can still generate water power

in a draught you're not just working with stored water you're also on battery/solar power until late game

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I think i'm going to aim for one of the lower water maps and set up farming based on aquifer pumps as the primary water source.... i'm a little concerned about evaporation increasing the pollution percentage over time if i don't extract drinking water correctly

radiant arch
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just trying to figure that point out too... can't really extract much water easily, without dealing with bad water at same time
on the other hand - long drought = no natural bad water = no science ...

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would need a setup with a channel / river for irrigation

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and a reservoir

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and after only the pumps coupled with a bad water pump, so pumps up the contamination, bad water is extracted at decent speed

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but efficiency will be bad on it in general and it's kinda complex to set up i would think

rapid trench
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once you have enough power you can use water cannons to separate the clean from the badwater, right?

stiff flint
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I think letting the water run through farm irrigation to collect in a reservoir at the downstream end to pump both waters would be easiest to manage... but then i feel like there's a "right way" to filter the water for efficency

rapid trench
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do you know the pumping rate for the aquifer pumps?

radiant arch
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also: solar power + aquifer both need panels.. which only can be traded till .. around 40s or so cycle.. (ENS, Foundry, ..)
which means 15 gold per aquifer ~ 1500 dirt ~ 150 satchels (or 60-90 days with one balloon..)
and twice that for each solar array..

stiff flint
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you can canon clean water out to concentrate the bad for it's own pumps.... that might be the play

radiant arch
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aquifer give .25 source strenght, so roughly 400 units of water and 40 of badwater per day

rapid trench
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that's also the water cannon rate iirc, so 1-to-1 ratio of them should work

radiant arch
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a solar array can give somewhere from 400 to 800 per hour, for up to 16 hours per day

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so by that point it should be able to power 2 cannons..

stiff flint
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with batteries the pumps also work at night.... needs more power but you move water for more hours per day

radiant arch
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yeah, you only need +50% walking speed to power two cannons with a single solar array

stiff flint
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the irrigation canals i've got in mind could also fit waterwheels.... i dont' think power is going to be the problem

radiant arch
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or other way round: you should be able to power 1 cannon and primitive sawmill and paper mill with it..

radiant arch
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not giving much at 25%, but better than none

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should work out with a factory or some

stiff flint
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it's 100% stable water power..... but once again it's going to come down to optimizing the canals to both irrigate and power

radiant arch
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just will take time to set that up on a decent scale, so much it's likely an option to scale trading and go for more solar arrays

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if bad water can be separated easy enough with a cannon that helps a lot too. people just need to figure that out ๐Ÿ˜…

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would it be alright to assume aquifers being available from cycle 20 onward is safe?
they need architect, mechanist, alchemist, decent powerful farming, ropes, seamstress, methane and balloon trading as well as factory..

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would feel like roughly doubling drought at that stage might work out well for making them 'needed'?
and going up to double again with cycle 40 might force toward abyss for water.. though that might take to 60s to finish..

not sure about nuclear power still, simple being ~4-5 solar arrays only and more expensive.

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biggest concern here would be badwater really, as science and glowing fluid depend on it (=super slow progress and abyss)

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btw: sky bad water source doesn't allow nuclear reactor @shell fiber (latest steam version of map reader mod. mod.io seems to have a fix, but steam might not)

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one way to boost nuclear here would be to make the bad water reactor work as a constant bad water source (or collect it as resource). would that work?

rapid trench
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I think nuclear reactor shutting down badwater and giving significant power and extracting badwater is too powerful; maybe an extra building "on top" of it to extract badwater? like abyssal is on top of the elevator

radiant arch
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Average Drought Duration by Cycle
for [ 1.03 + LN( #CYCLE / 12 ) / 100 ] ^ #CYCLE

    cycle  factor  normal  hard
    10     x1.3       9      27
    20     x1.9      13      43  aquifer or three
    30     x3.1      22      70  big dams / reservoir / secured energy needs, looking for bad water..
    40     x5.1      36     115  can build wonder.. 
    50     x8.8      62     198  abyss nuclear & water
    60     x14.9    104     335  forgot what 'temperate' means

feels a little rough still, assuming basically full aquifer setup by 30s or 40s would make anything after meaningless.
at least regarding water and power needs.
would make buildings dams and all more viable.

thoughts on progress/ balance:

going faster with the numbers would make it less needed to engineer natural water sources, which should be big focus till around cycle 15 or 20 still
also might make it too difficult

around that it should make aquifer the new goal and alternate power (engine, solar)
so double and growing drought might fit nicely?

after can go for late game (30s, 40s now?) and might go with nuclear water source.. but why bother??
population cap is prior. solar is cheaper than small nuclear. it's taking ages to research and build too.
setup should make caring about seasons pointless by this point anyway?

only worry would be having more bad water and maybe having a hard time to set up aquifers or to separate it efficiently
(might be hard depending on map too; and depend on luck to even roll bad tides..)
pro: it might make big bad water pumps more useful to some

anything beyond cycle 50 would appear meaningless (would be around cycle 72 with vanilla).

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also.. like.. isn't.. the only purpose of this to make people ignore natural water sources by mid-game?
was that it?

rapid trench
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that seems what it boils down to now, yes; I didn't even realise; at least it's a gradual slope and no "no more water from now on" thing?

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whitepaws don't really have the option of making water engineering projects the scale of other factions though, so I think that is the necessary endpoint for them

radiant arch
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made me realise this might really not make sense as a separate mod.. as other factions lack any means to generate water.. it would be certain death at some point. not provide anything much before..

rapid trench
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it would be an interesting challenge anyway, with other factions I always end up having some ideas for huge water-engineering projects that I never realise in the end because their scale is way larger than a measly 30 day drought (or even 60+ day ones you get with moddable weather stacking) requires, so it'd be just a project for its own sake, which is much less compelling

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it would be a different end-goal with other factions though, more "see how many cycles you manage to survive" rather than "survive forever and build a wonder"

radiant arch
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or the mod should allow to access the 30x speed option?

rapid trench
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30x option is already there with timprove ๐Ÿ˜‰ and I wouldn't mind an "ultrahard" difficulty ;P

heavy spruce
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@shell fiber would it be difficult to update the hitbox on the sequoia, grapes, & bramble planting building so that the area above the tanks at the height of the platform is buildable?

heavy spruce
# shell fiber well i figured tar would be hard to used when cold, so it has to be kept warm ๐Ÿค”

Hard tar is easy to handle as it's crystalline and not sticky. You just take some crystals and heat them up right before use.

Whereas trying to keep tar liquid means you have to constantly keep it warm, depending on the tar's melting point. Or it's going to harden in the transport vessel and needs heating to pour it out at any reasonable speed.

So do the beavers have thermos vessels to transport hot tar? Might need oven mits too...

I always imagined that the beavers had a fire at the build site and a metal bucket to melt tar crystals in till they could be applied.

heavy spruce
shell fiber
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Hi guys I'm "back", sort of.

shell fiber
shell fiber
shell fiber
shell fiber
shell fiber
radiant arch
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what would be your idea to reach that?

shell fiber
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?

radiant arch
shell fiber
shell fiber
shell fiber
stiff lily
stiff lily
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You canโ€™t undo science spent so more consistent across everyone

shell fiber
radiant arch
radiant arch
stiff lily
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True. Oh I read it as numbers of buildings rather than specific ones being built. Like if you had 2 sawmills youโ€™d get penalised more than having just one

radiant arch
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nah. that would be mean. who would want to make you suffer? ๐Ÿ˜‰

radiant arch
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if going with it.. might actually want a warning on source strength reduction..? a notice with the top-bar or in the game log? (could try a popup like with seasonal changes too, if only key buildings caused the change)

sullen cape
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Would this be useful for waterbeavers?

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Sorry I haven't been here for a while ๐Ÿ˜‡

shell fiber
shell fiber
shell fiber
#

Okay I finished catching up with all the comments ๐Ÿ˜…

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I'd need a pen and paper to crunch this out ๐Ÿค”
What I'm pretty sure of is that I don't want to make it look like the world is slowly becoming unlivable.

How to is not completely shaped in my mind, but basically I'd go for longer seasons (including temperate) as the game progress, but also to investigate some measure of concern by weakening water sources ๐Ÿค”
But just so that it doesn't seem like the planned is becoming inhabitable, there should be also good seasons, like very short droughts, dilute badtides maybe, very long wet seasons maybe ๐Ÿค”

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For example we could imagine a wet season where sources are reduced to 1/3rd outputs, but the season is twice longer

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Or on the contrary a shorter wet season where the sources are stronger, and even bad water sources flow clean

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This way you'd need to engineer something to refill your dam quickly before the water cuts again

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Hmm...๐Ÿค”

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I'm reinventing the seasons mod all over again amn't I?

radiant arch
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so basically you only want the total water available per season to stay roughly the same (+/-20%)

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not change really over time

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just more dynamics with the seasons?

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i not see it yet^^

shell fiber
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I think it would be cool to have situations where it's a wet seasons but all of the water gets pumped out ๐Ÿ˜…

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I should check the seasons mod...

radiant arch
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ebb&flow + moddable weather do something similar

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roughly

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but if i understand you right, you want more random with it. and bad water sources be part of it more..

rapid trench
rapid trench
rapid trench
radiant arch
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pretty aware of that

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same with messing with contamination levels and source strength tbh

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with drying map out being the kinder option in many cases

rapid trench
radiant arch
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well, it would be

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just, you might not get any decent glowing fluid or science

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with some unlucky timing and long hazard that can basically pause your game for a while

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on the other side: giving 5% to clean water sources

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that can easily contaminate big parts of the population ๐Ÿ™‚

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or adding +30% to sources on some maps floods the whole thing

rapid trench
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for the "I will really need this nuclear/abyssal reactor", maybe adding something like "cloud cover" that makes solar panels stop working / less effective? that way nuclear/abyssal and methane remain only energy generation options for droughts

rapid trench
radiant arch
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oh, right.. there's no monsoon by default and the source strength cap if low..
only played with free flow, ebb&flow and monsoons recently, where diorama could easily flood for example, if the source got some boost.
but i guess vanilla settings not would allow that much..

radiant arch
# shell fiber I think it would be cool to have situations where it's a wet seasons but all of ...

that would be so hard to balance.. without tracking actual water consumption and supply..
also maps can be very different on how much water they supply, or how much of it is available depending on stage of game.

best i could do with simple means is either down the source strength by how long game runs, or how long current season is, or the number of beavers at the moment.

i can cap it, like never go less than 70% of source strength. or never add more than 10% contamination (surprisingly efficient passive limit) or such. which would give a a stronger, progressive version of ebb&flow really.

i can tie it to length of temperate too, like double length is 80% strength (so can store less) or halved temperate gives 130% (may store more).
and make those slightly more extreme the further the progress is, be it duration or science or population or whatever is easy to track.
but never too extreme, to avoid death-game levels.

same with season length - adding some more randomness, with max getting higher the longer the game and random short ones at times.
that seems easy enough.

what i would kinda like to keep is how the seasons work. to keep difficulty settings working. and possibly allow other mods to work still, that add new seasons.
(also it's less complex that way)

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might also be able to hack the moddable weather mod to disable the settings or inject specific numbers for whitepaws ๐Ÿค”

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i believe that one would allow to define new seasons too, as they are simply specs

shell fiber
shell fiber
shell fiber