#Water Beaver Overhaul
1 messages Β· Page 53 of 1
Then just to see what tools we have : is it difficult to access the sun of all sources power?
Can you also see the map size?
If we have access to the numbers I can probably math out an expected max population for the map and therefore an expected water consumption.
And can you force the next season to be whatever you like ?
Maybe we're better off making the modable season a dependency, and force-feed it some data π€
sum of power generated? that's complex... i can sum up the potential output of things.. but batteries not sure.. and solar for example is higher with well being.
Can see map sizes easily
Can also see the sources, just not see what part is used
Sum of pump capacity ia possible, but not often as performance is slow, and might vary much
Likely can force next season, but might break difficulty set for game and not work with mods adding seasons
would seem to give many benefits and keep complexity low on that part
Oh sorry I meant water strength
Okay, time to go back home
I'll poke at the modable weather mod
See what we can do π
maybe downside of moddable weather is that it voids difficulty settings completely. could keep those with patching the vanilla layer, even if that means some more code was needed.
downside with patching vanilla is that people using moddable weather might not see the effects? not sure..
can do either i guess, if you not need new season types, like one giving clean water from bad sources.
sum of water source strength and map size is both easy. also can access population count if needed. or distinguish between clean and bad water sources easily.
just more complex to see how much is pumped per day (might be possible π€). not sure i can really count how much water is on map or how much of it is within reach.
for me that's exactly the fun of it, moddable weather has the skyblight option which basically requires the water to be flowing quickly everywhere, and progressive difficulty the flood that forced designs with huge overspill channels, lots of nice water engineering for both; but I do understand that might not be what you want for whitepaws
Not necessary to check how much water the player pumps I think π€
Oh I absolutely love the concept, but I think that would be a bit much to force players to deal with that π
Hmm... Yeah ideally I would like to keep difficulty settings ,
How I currently understand it:
(1) Hazards
+ get longer over time
+ within bounds
e.g. late cycle range 5-18 instead of 5-9 for normal?
(2) Temperate
+ get longer over time
+ within bounds
e.g. late cycle range 7-30 instead of 13-17 for normal?
+ more dynamic
instead of 1-2-1 chance for min-avg-max length
have it 1-1-1 or 2-1-3 (more long, least avg)?
(3) Either Temperate Or Hazards
+ can randomly provide clean water from bad source?
+ this is rare (5%? less?)
(4) Water Strength Modifier
+ during temperate season
+ depends on
* map size
* total source strength (clean only)
* length of current temperate season
+ effect gets stronger over time
(5)
balancing for game of 50-70 'normal' cycles
difficulties work same as vanilla otherwise
effect will increase with time
it will be enough to encourage action
yet it wont divert too much (i.e. goal is more dynamics, not difficulty)
may do extra
allow for moddable weather mod (might be simple)
add minimal notice at start of season
either log message
or small addition to season change popup
or symbol + hover to season top bar
What's the (game design) benefit of the clean water from a bad source? based on the "surprisingly refreshing" weather from moddable which does that, I don't really feel like it adds much at all, it's too rare/unreliable to design settlement for it
I guess unless it happens a bit more often in long droughts, where the player would be pushed to make use of it as the main water source
actually, what do you think of a new type of hazardous, significantly (at least 2x) longer than the others, which differs from drought only in that a single random bad source produces clean water? this wouldn't give off the "world is dying" feeling, is unlikely to kill off settlements, yet can be both interesting for gameplay if it happens often enough, and pushes players for alternative water sources (aquifer/abyssal) because otherwise they'd need to duplicate water infrastructure at all bad sources
vanilla timberborn not really has a season support
it's hard-coded A-or-B everywhere
random source sounds fun, but not sure it's for everyone
also collides with capping them (small nuclear)
that's true, I didn't think of that, maybe it would be plausible to make it choose random from uncapped and none if there aren't any? then capping all but one would be another way to add reliability to it
big map problems... i almost never have more than 1.. 
fair, I do tend to play more with big maps where 5 is not uncommon
makes asking for more late game challenge / hard mode reasonable i guess
oh, I have done diorama and some other small maps, it's just that for me most small maps go into the "space is the main limitation" bucket and have not much variety between them, open to recommendations if you have other experiences
btw. considering the apocalypse mode mod..
what do you think about slowly lowering water sources
while also lowering plant growth factor
and lengthening hazard
and shortening temperate
like the plant is literally dying, the water is going away, the soil gets worse
not really. only difference is that whitepaws get more features / change balancing or i learned more about them really.
was a fun divert to do my well-portal connected islands for a change - same size as diorama, but very different distances and space management.
or the anthill map, extreme distances, yet limited space
you know that I'm all for lengthening hazards (though in a somewhat predictable way); how much shortening of temperate were you thinking? because I quite like playing on vanilla ultrahard, i.e. hard with all temperate being exactly 3 days, but that's already quite short, maybe 2 days would be playable, but I don't think any shorter would be; lowering water sources sounds fine, though I feel this has the least influence on gameplay; not a fan of lowering plant growth tbh, I think to make it at least somewhat reasonable the player would need to have some way to see the current growth rate compared to the reference values from plant descriptions, otherwise there's not enough information to make informed decisions
not more than that, no.
it should be halved decently fast, but not be the main problem.
on normal maybe ~8 for 10th cycle, maybe 4+/-1 for 15th. for folktails&co; later for whitepaws.
not go any further down. hard would just starts out faster.
same with source strength or growth factor. of course with notice on the plants that they slowed down.
just felt getting insanely long drought / badtide alone was boring.
as would waiting too long for the end π
so thought about keeping season slightly more dynamic, while making the environment more hostile slowly instead
how about making the water irrigation range smaller instead of reducing the plant growth rate? I think the overall effect would be similar, yet it doesn't mess with game intuition about the farming area needed for a given population
and it would require players to do some redevelopment of farms/irrigation system, adding dynamism to settlements
going at moisture levels did make less sense to me, as it's the same water and soil.
the soil detorriating seemed more fitting? (also not possible to counter)
you just need more water and irrigation otherwise
fair, I guess, so the lower plant growth would then require players to either decrease population, build extra artificial dirt farming areas, or go full hydroponics with IT?
yep
also allows me to lower total water available more slowly, i.e. keep seasons shorter and more dynamic, while being same deadly
hoped it might cause more dread too?
should feel like the settlement is doomed
it does, yes; I'm starting to like the idea
honestly i don't really like the concept, mostly in terms of "what's the point of struggling if death is certain"
oh, that was for a different mod for player seeking impossible challenge
in principle i advise against playing this mod in hard difficulty, because i think the hard difficulty is just stupid in this game. it's not really just hard, it's boring, because the game quicly devolves into 5-8 days wet season followed by 30 day droughts, in which you have no power, and water is limited, so you basically spend most of your time aestivating.
oh, have fun then π
i think that's a good plan, but just to make sure i'm following : by default thhe game only has 3 seasons hardcoded, and you can adjust them easily, but making a new type of variant is an entirely different job, correct ?
would have to patch moddable weather mod to handle difficulty presets for that basically. doable, but some more effort
fair, though that's not my experience at all, even with whitepaws I feel like one can get a couple solar panels before drughts reach their full time, so power is definitely more limited, but still somewhat available; and the water scarcity is part of the point for me
can't we do everything in multipliers ? for example if we want droughts to be 5-18 days instead of 5-9, we can make min multiplier 1 and max multipier 2, that means easy would become 2-8 and hard 15-60
that's the idea
just moddable weather not has those difficulties at all - it's always same and presets are made from settings page only, not from game
so if we need their true season service to add new, we would want some way to add difficulty back
can we get the thing to use random values ? or cap the max length to something less ludicrous than 60 days ?
implementing random values is easy. capping too
oh, good π
basically the part of randomising is same, vanilla or weather mod
can implement that only for vanilla and add support for weather mod later too
i probably should finish my previous update before poking at that though π
just can't add more seasons without weather mod
would still think making it a distinct mod might be cool
just feed it with presets that match what you intend
so for each new season i would need to specify the values for easy normal or hard mode ?
normal is enough. as it's factors only it would apply to others or what users put in
was my idea
if you give me values for 5th, 10th, 20th, 30th, 40th, 50th or so that would seem fine too. gives a nice curve for a long game?
(sorry if i'm scatterbrained today^^ too many chats in parallel)
was this about using moddable weather and re-adding difficulties?
in that case i would just use the game defaults - or rather what player sets when starting a new game - to fill moddable mod settings.
apply same factors after as without using moddable weather mod.
so it would not need anything new really.
no worries, i'm doing 10 things at once too π
new season as in something different to drought / badtide / temperate...
yeah those would need:
- range of duration
- the chance they should occur with
- optional: from which cycle they should start
- optional: a handicap (percentage) with how many cycles it should last
and for each difficulty: easy, normal, hard
also a description of what they should do to water sources.
or if you like to give a growth boost / malus to plants
or make all soil watered
or make irrigation less efficient..
like that
not sure how i could have misread that twice..
https://github.com/datvm/TimberbornMods/blob/master/ModdableWeather/ModDescription.txt has a description of build-in weathers that can be enabled with the mod
that's pretty powerful π€
and on top of that we could add a progression mechanic, right ?
i'm fixing the giant logs of the nuclear reactor and then push an update
i'm also adding your mapservice script π
happy to see your mod be played like you imagined it π
thanks again for all your scripts π
hypothetically speaking, is it possible to have the weight of each possible "season" shift according to whatver cycle number or other shenanigans we come up with ?
assuming moddable seasons ofc
what do you mean with that?
I guess you could manipulate the handicap to do that? Unsure about multiple stages of it tho
making the handicap dynamic was possible, yes.
basically i take full control of how to determine which season comes next and how long it will last.
with moddable weather i get two modes for it actually..
(1) single-season-mode
Roll once to get temperate versus hazard
Roll second to determine which actual temperate or which hazard
(2) a temperate weather first, a hazard after
Roll once for each to determine which weather it is
what weights or mode i use to figure out the actual duration
or if i modify the chances for each weather with additional weights (like cycle count) i'm pretty free to change i guess
let's imagine i want to have a macro cycle that makes the game prefer more mild weather over a span of 15 cycles (think spring), then very harsh weather over again 15 cycle (summer) then mild again for 15 cycles (autumn) then something really awful for winter.
basically i'd have to prepare like 20 different seasons which may be more or less the same with some quirks, but i could prepare for a truely awful few cycles at cycle 80 or whatever
i like your idea
actually was figuring out how to make a winter mod, but that's a more complex goal
i think someone had come up with a way to swap off the green grass texture with a snow one and that was absolutely gorgeous
that's super easy part
i meant to add actual snow behaviour, like a small layer piling if possible, and slowing down of walking on non-irrigated (melted) tiles, water slowing down
plants growing at lowered speed and so on
likely can get somehow close with just changing the grass and colouring the contamination (more purple / bluish than red)
and adding some seasonal effects to weather ..
or seasonal effect to walking speed also..
that might do great for your idea without being too much effort to do
I love where these ideas are going, but keep in mind that they'll have to be explicitly communicated to the player (either in-game or in mod description) for it to really work out for most players
so, say, spring is more refreshing..
like has a chance for all-clean weather
has more soil moisture or slight boost to plant growth
summer is tending to be more dry and longer cycles maybe
autumn has monsoon or something wild
and winter is cruel in some way
that direction?
might be kind enough to do something like the cycle-change-banners that pop up and hover on current-weather top-bar. isn't that enough?
can do that i guess. just need to wrap the replacement for the weather service that moddable weather provides .. and figure something out for difficulties to stay simple.. π€
just would like to keep the overall configuration relly simple
so all those 'big seasons' should have same length
and work the same
just have different set of weathers
oh i would definitely add proper banners of course
basically yes, but maybe autumn should be not too harsh
anyway, sorry i couldn't finish my update today again
GN :
gn
to signify the current season? sure, but I think also knowing how long it'll last for and what its effects are would be essential
sorting for myself to figure out balance implications...
- spring might be easier allowing to quicken early game.. cycle 15 is save to reach trading, some industries this way
little worry about water, more about building and growing it seems - summer is the part going for ENS, growing basics and industries. till cycle 30..
additionally has to deal with having less water at times, landscape to build reservoir - autumn is about the big industries, abyss and all. till cycle 45.. that's close to being able to build the wonder already
might want more water in for winter?
player can landscape big time and hoard foods to prepare too? - winter is a full booming city with all means to cozy up and have enormous stocks of food.. so can be cruel some
might limit flowing water again.. harvests too..
might limit walking speed or such.. (outdoors)
may want to encourage to use up stored food and drinks / reservoirs?
can repeat the 'year' after with little worry i guess... got no preferences on that really..
may try to give a proper solar array script that is depending on time of day and season?
guess i really like the 15-cycle-seasons for water beavers..
all in due time
might do this as extra mod and have people test it plenty. if that's fine with you @shell fiber ?
this is too complex to just throw out. also too much fun to give early access too to get more feedback on how different people feel about playing with it
imho
i might be able to add solar power modifiers.. but that's a 'maybe - low priority'
certainly can colour the fog and set sun angles. hazardous weather already does this, so seasons could too i guesss
can colour the dirt too.. make it darker in spring, white in winter..
not sure about making trees colour in autumn.. that would be another 'maybe - low priority' thing
I haven't really worked with timberborn mods before, so won't be much help in actually making it happen, but I'm more than happy to do any testing
that's plenty helpful! thanks for all the feedback too!
i guess with seasons like that, it no longer makes sense to mess with the actual weather duration..
rather use moddable weather as it is, use the vanilla options for min-max and handicaps
just have distinct sets for each major season
curious what lapan thought of here..
could do something like this (per season)
(1) a default temperate min-max (2) a short temperate with lower chance
(3-5) types of hazards that randomly happen
so still have change of temperate and hazard..
or go with 'single-mode' and just have 15 different weathers in a row.. (might need more cycles per season this way)...
The day/night cycle is graphics only correct?
I would like to see day/night shifts for different buildings....
A season cycle should have an adjustment for daylight hours.
that's a nice idea
longest day is start of summer.. longest night is start of winter..
that would work perfect for the solar array too
as for the difficulties...
i feel like it is a bother to keep all things configurable.. or use the vanilla settings.. or fitting the direction this took...
so just taking easy - normal - hard and not allowing any further options might be a thing...
or have it move the balance between 'temperate' and 'hazard' some, making hazard more dominant by player choice
~~or have seasonal effects stronger.. summer more dry, winter more harsh.. ~~
likely can leave settings as is and 'convert' them into seasonal mode without exposing all types for now.
might adjust seasonal effects for easy / hard mode to some degree on top of different weather length
(another 'maybe - low priority' for now imho)
(also really not want to bother with it any more than absolutely needed)
that would seem like it would still be a rather manageable set of options?
while whitepaws decides how long each major season is or what weather types apply to each.
sounds good, I'd still add the "ultrahard", unless you want to make it a separate apocalypse mod
if we are okay going full-on script frenzy there is so much we could do π
each season could also be 20 cycles, or we could add some randomness to that too, winter starting to kick in at cycle 60 is probably safer π€
no hurry for now, if you don't feel like bothering with the difficulty modes, just ignore them, easy will remain easy because of the decreased food and water consumption anyway
one less problem
now just to make a giant log power bridge/tower, that clips onto the legs of the nuclear power plant to Access those power plugs easily
1 giant long + 8 gears + 2 scaffolding for up to 10 long/tall giant power shafts that have a small energy storage feature (same as up to 10 small flywheels)
i think no one will be surprised to learn that i didn't really think about how practical this would be to build π€
uploading update
that'll make it so much easier to deal with this water, no longer need to attach the aqueducts directly to the very top
Actually I was surprised people did that because I though it would look so much better a couple levels below
But to be fair that was before I added the deadend aqueduct segment
@shell fiber The Ananas problem is still there (5.4.0) . I know how to fix it , just letting you know.
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 <d2470670ce014879b8010fafa0f2c3da>:0)
Timberborn.GameFactionSystem.NeedVerifier.Load () (at <d2470670ce014879b8010fafa0f2c3da>: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 <96bb093425f845a0893e946f4e529dbb>:0)
I didn't even realise the deadend segment could be used there, I kind of assumed (without checking) it couldn't placed close enough and that the water would spill to both sides of the end barrier, my bad I guess, though now it's even less relevant
might still be cheaper in giant logs
not needs the ones on the edges and not the edge aqueduct parts to use end piece
lapans version looks much better thought .. darn..
can confirm that the deprecated Blueprints/Goods/WhitepawsGoods/Special/GoodSpecification.OmniDrink.json is still present and using the non-existing "Ananas" need id.
recipes for omnidrink, omnidrinksmall and omnidrinkmed all refer ananas too, but those should not cause a crash while not in use
oh.. wait.. the list is commented out.. - new version should not be a problem
@plain kite assuming you use steam.. can you try to remove the mod from file system and re-download? you might have a file corruption (i.e. an old file that should not be around anymore)
unsubscribe might work, but best to verify it did
I do use steam , but i've installed it manually ( the 5.4.0 version i mean). Is not yet available in steam .
i wanted to test the new stuff π
did you remove the old version first?
no , i can try that
Update: removing everything worked
@radiant arch thx
having ananas in the well-being window was messing with me π
that press... π€―
some feedback on current well-being:
hooman tours provide for roughly 300 beavers for me.
so needed a 2nd one.
trouble with too little hunger: can't fulfill all need for pumpkin chips (only half filled), foreign food and stews (varying, but on average 0.5-0.75 missing over those)
not sure it's my lack of optimising path (it's somewhat all over). there's certainly enough and pumpkin chips is available about everywhere really for example.
hmm.. random.. somehow souvy the 1st, souvy the 2nd and souvy the 3rd worked at the wonder and made it to the launch team.. π
You need to clear the mod folder properly and reinstall it. It will keep happening every update otherwise
He surely like warm placesπ
is the rock tossing machine now working?
has a dynamite symbol too. just missing the translation for that new recipe
Let me check
workshop still has old version
i see no problem with the trebuchet for now π€
my bad as workshop is not updated. so i didint really get update
these are some very cool changes I'm hearing about!
can we please have strong alcohol retagged as an ingredient soon? :D
alternatively: tar and nitroglycerin retagged under drinkables ;P
so no issue witht he current version for now ? i can push to steam ?
there's also the advanced warm storage back π
what's that?? will need to look at it tomorrow..
an old building from U5, stores 50k warm food, kept forever warm thanks to improper handling of nuclear waste π
this is not a replacement for the abyss, is it? just a slightly big underground storage?
it's not underground π
ahaha I remember this, isn't it on a similar scale to the hauler/builder megabuildings?
maybe a lil smaller lol
yes, basically. the entrance is at the incredibly convenient 8th floor π€
just loaded the game... very 'useful' on a small late game map π
Maybe you should make ladders more science unlock expensive π€ͺ
looks suspicious..
but will trust this to hold 100 servings of soup per head.. even if it technically has no floor..
should be available just in time to stock up for 'winter' too.. 
really.. magic.. it's filling from above, but it's invisible from below π€―
clockwork kitchen is scary.. not even half the cycle and go 10k in it..
oh, scavengers junkyard can employ bots it seems
this is looking so fancy !
this cold storage will be fake! there's virtually just air below the planks π
eeew
what do you mean ?
seems the texture of the actual food content is invisible from below
not really an issue with it usually being ground below and being super inconvinient to even get the cam into a position to see it from below
likely also no issue with the cold storage - that looks like the cutout script effect.
usually it would be covered with the construction model, but since the ground not yet exists it's this transparent
yeah this is awkward, probably shouldn't happen, but i'm not sure that's my mods fault
not your fault, happens with vanilla too
yeah most textures are strictly one-way, you simply shouldn't be able to point the camera up enought to ever notice
has it been reported ?
Guys, there's a way to disable the explosion animation? (some mod...)
I like to use a lot of dinamite... but when is exploding my gameplay stay on 1 fps for a while... sometimes even in 1x
hmm
if it lasts for a while after that might be due to terrain map updates and re-calculating textures too
in general might help to set quality to lowest prior to reduce graphics processing?
I tried...there's no effect
The game always uses less then 25% of my gpu, even playing with graphics on ultra...
But, when set to explode and move the camera to other place (while paused...) the fps reduces only a bit...
no idea if there's any much you could do if CPU is limiting here
have you tried detonating less dynamite at once ?
is the balloon pad watertight these days?
partially
cool thanks, up to the door I'm guessing?
np, I've placed it in water so can feed back
all good so far, can't build the balloon yet bc I'm waiting on sky expo
Is there a way to use more of the WBO textures/models in the Folktails settlements? I love all the pink and stuff but I'm a big ol' baby who only plays the easiest faction on the easiest settings.
You could disable droughts or something, but I'm not sure right now
Using side platforms and bridges can save lots on those ladders
true
Also can walk in and build on those aqueducts. that's how i usually handle big projects with
how strong is the water flow from that? is 2 edges enought?
yes, 2 is more than enough, I'm not sure about 1, but my intuition says it also should be
doesn't it tell you the strength in dev mode, like regular sources?
yeah it tells when it finished and streght is 2 so even one edge would be enought
it's a source strength of 2, so a single 1 wide channel is plenty to catch all. (it's safe to channel strength 3 per voxel in almost all cases, 6 being the absolute limit on a straight line without free flow)
with how half pillars changed... can you still use giant waterwheels easily on aqueducts?
those been a fun option before
we should have 15x speed π seems like x30 is bit harsh for my computer with 1k colony
I'm confused on how this would make WBO textures appear in Folktails /gen
it won't, I think it was a misunderstanding and they gave you pointers for making the game easy with WBO, not for getting the textures in folktails
there's technically bobings script pack, with the 'MaterialPatcher' that allows to replace some textures with just text files (as long as you know the names):
https://mod.io/g/timberborn/m/bobingabout-script-pack#description
just adding the buildings.. that's a lot of work, as it would mean to replace the costs and change recipes and all if it was to work with folktails (which is possible, but not easy)
also whitepaws is rather brute with messing with folktails and ironteeth while the mod is enabled - so not all buildings and likely not all blueprints are safe to have
it's basically what i used for https://mod.io/g/timberborn/m/whitepaws-choo-choo-patch-unofficial#description
to replace folktail wood textures with whitepaws versions
(later started using actual assets only cause i wanted to adjust some dimensions / have finer control)
{
"BuildingPrefabMaterialPatchSpec": {
"FactionID": "Whitepaws",
"PrefabName": "WaitingStation.Folktails", // the internal name of the building
"MaterialEntries": [
{
"MaterialName": "BaseWood_Brown.Folktails", // default material
"NewMaterialName": "Pink_wood.Whitepaws", // better looking replacement
},
{
"MaterialName": "BaseMetal.IronTeeth",
"NewMaterialName": "Rails.Whitepaws",
},
// {
// "MaterialName": "Details.Folktails",
// "NewMaterialName": "Details.Whitepaws", // whitepaws has no 'details' material; others like 'Atlas' not work by default
// },
]
}
}
still needs the texture pack https://mod.io/g/timberborn/m/lapantouflemagics-texture-pack#description , enable the materials needed, and the script pack and with that should allow lots of customisation if it's about the look of existing buildings
and likely is a lot of work going one building at a time and all. also never figured out how to get the flat roofs and some walls perfect.
π
Oh yeah no I didnβt mean like adding them as new buildings I meant more like replacing the models and textures of existing buildings with the Whitepaw equivalent, thank you for all your tips on making this happen! Iβll have to try it out soon
using the models...
while not impossible, likely not very easy to achieve, at least without coding or making new assets that refer them (if that's possible). and only after patching any conflicting blueprints whitepaws brings.
oh, damn, this had completely slipped out of my mind π€
that's because you have the tourism center build first, it blocs the tiny ladder that was outside of the abyss.
but i'll see what i can do
oh that explains it.
Oh yay I really liked the glow!
i'm glad i figured out how to make the texture itself glow π
do you believe, that glow fluid might glow too? would that work in storages?
i'm trying but it doens't work yet
maybe if i ditch the water shader and make it static i can arrange that
(i've been updating the textures for red soda, lotus tea, amazake etc)
although, by "glow" it will at best be "the texture appears lit" but won't actually emit light
might already make it very distinct at night if it was 'just lit'?
hmm... this one does not quite look right
no glow for you then
this is not entirley satisfactory π€
missing the bright red pumpkins, isn't it?
pumpkins ?
that's good though, right? it's supposed to be timberborn, a bit of a different vibe than satisfactory
in all seriousness, can you control the height of the source of the green glow? if so, where is it right now? because to me it seems to be a bit too low compared to the center of the spherical reactor hull which I assume is what's supposed to give off the glow
unless i made a gross mistake, it's perfectly centered
i have imageJ to enhance contrast on the textures, let's see how that makes it look
but i have a job to do in the meantime π€
see yall later π
Dumb question time, the Assembly line seems to have lost the metal faster recipe for me (this might of been a while ago), where do you make them (faster) now?
The apologist new mod looks rather intriguing, wonder if it supports water beavers by default
the one linking any storage connected to the building?
felt it was way too strong with whitepaws
could easily link a whole district eliminating any hauling for industries
or attach a big farmer to ziplines for reach and kitchens in the back and it's got all kind of foods covered..
would assume it works for any faction
I'm not saying it's not (vertically) centred, but sometimes actually centered is different than "looks as if it's centered"
what does his mod do ?
link storage to buildings with a limited exchange speed (using lukes renovatable buildings mod, which adds deterioration and repairs)
basically can transfer a few items at base level
and up to 240 per day (per storage?) when upgraded using the renovation system
looks pretty complex and mighty to me
seems a pretty neat way to solve district goods transfer issues π
it has so many implications it would need throughout testing to see what it does for whitepaws?
or can keep up performance with the number of supply chains and 'accidentally' linkin too many buildings 
also would it force to pay for building repair? that might add a whole new complexity to the game to have to cover those too.. (might be fun)
I'm pretty deep in some other games, but I'll do some testing this week to see how it works
seems like an interesting mod for sure, i think that would drastically change the way people build.
for example if you have your screwpress connected to a stack of kitchenhouses, no need to carry the oil, ever.
there's some crap dysfunctionning with the texture packaging, but something is glowing π
Guess will be fun to watch : https://www.youtube.com/watch?v=yL_0r93AoIk π€£
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Confusion will be more funny π€£
looking at his update 4 run of water beavers was so different!
i know u 7 but i was thinking like comparation table etc between diff updates. as i have only played it at u7
no idea if there's anything that compared them
decorative mushrooms, ferns, different grapes.. there's been so many changes
yeah those list are ok but i was looking for comparing tables but yeah thanks for those π
or even tree like ingame bilboard has some clues on it or maybe i should try them all π
This is a megaedit of the Update 4 playthrough
The grapes were only for visual differences (of the plant), both made the same grape juice,
true, and is easy to watch since it contains only the most important and funny moments
oh? I've never bothered to watch the megaedits, I thought that they were just the previous episodes stitched together. If there's extra editing happening, then I might bother.
That's a mega edit, a repeat of his old playthrough π
When did this mod become WBO compatible
is there really observation deck at u 7 and i just cant find it or is it left from previous versions?
the ballon zipline
how in the h i missed that gone thru all menus multiple times π i think i should install that search mod π
https://darkskies.za.net/~norman/timbertrees/u7/enUS_Whitepaws.html and looking for 'observation deck' works too
not feeling comfortable to call it 'compatible'.. it's working as badly as it does for folktails with the additional quirk of changing wagon models only shows whitepaws mode after save&load...
hence i not uploaded it to steam
dear god π
i need to watch this
oh, wait, that is one of his compilation videos, not a new playthrough π
Sure, only the funniest moments in .
seasonal change happens.. just not yet exactly as intended (visuals are temporary)
Uhhh... Ok but I can't really understand that comparison since I neither have Timberborn not a device that is capable of supporting it not any income lol
I just watch JC
in the meantime an old friend is pointing its nose back
hopefully less broken than before
how is this working ?
is it like [If cycle nb > 20 apply this]
Sluice house or power dam?
in between
it's a water mover, brings water from back to front
Noice
How much?
since it's a water mover, it can intrinsically filter out bad water, to my dismay
not entirely sure yet
Damn
I see
my old build said 200 hp for 0.15 cms
Will it be more output than water cannon? (Not asking about cost of power)
good question, but it should
the point is to be able to build a dam, that still allows a bit of water through
Then you can increase the cost (cost to build, cost to unlock with science, power cost)
well actually the issue with this building is that it's clearly somethign you'd want to build at the bottom of your dam, which means it has to be build first, so it cannot be science locked nor too expensive
at least that's the issue i constantly had when testing the concept in U5
there's a simple spec that says 'cycles-per-season' and iterates over them for now.
so for example every 5 cycles a new season is started, overriding the textures for now
Damn
Then power cost should be high?
How much is water cannon output
having it being quite a power sink seems indeed the best balancing stratergy
let me check
oh, well, cannon is also 0.15 cms for 200 hp π
issok
If more is needed, increase no of sluice houses
Wait is that the name or did it change
what happens if the pressure at the output is greater than at the input, does it then pump the water up?
no
As it shouldn't
will be limited to the elevation of the output
that's plenty useful actually
Indeed
can keep a lake / river filled up be low the reservoir, but not overflowing during drought
specifically it's not an actual pipe so pressure cannot be carried over
@shell fiber ?
ah, i still have my old entry calling it "dam drain house" but better ideas are welcome
I wasn't saying it's not useful otherwise, I think it would be broken / would need to be much more expensive if it allowed upward pressurised pumping
because it was intended as a drain, like in your sink, sort of
yes, that is exactly why i killed it before
That reminds me of the pipe mod
Did it get used in the mod?
I was inactive on discord for the past few months, only active since the past 1-2 weeks
i had to abuse some mechanics to make it work then, that had unwanted consequences
"trickle down ergonomics" ;P
no, i tried, but i didn't even remotely did what i hope it would
Well if a pressurized dam drain house is needed, that can be a separate building that requires more resources and be more expensive and even more power hungry
Not sure of its applications though, my brain is not working
@radiant arch some help please for ideas?
my brain's all prefabs and textures rn, sorry
lol
not really sure anything more mighty wouldn't break balance again i guess
true, but the use cases are unclear to me π€
and well, this building is ultimately sort of unnecessary, since it could very well be replaced with a water cannon for the same effect
Hmmm...
it's just more flavorful and less of a hassle than going in your reservoir to build the cannon in the middle of it
not really. the cannon has a fixed height, no less than it's own i believe, while the dam piece can be lowest level of the reservoir
oh, wait.. cannons can be drowned?
never thought of it^^
There need to be WB emotes/stickers/emojis
the thing that immediately comes to mind is if one wants to start an aqueduct/pipe from somewhere else than a water source
it'd be more flexible than a canon imo
wouldn't that allow to pump water to any desired height at no additional cost?
yes, that's why I said it'd be very powerful, one still needs to build the pipe to do it though, which with whitepaws is not trivial
hmm... my to-do list seems... empty. at least from crucial things (pinned comment).
is there stuff that i constantly forget about that constantly need fixing ?
probably my next thing to complete should be the tech tree billboard π€
Maybe update the steam and mod.io description and tech tree image
it's not a priority by any means, but it'd be nice if whitepaws had some way of getting badwater during droughts, like the vanilla factions (at challenge difficulties stockpiling enough to last the whole drought is burdensome)
like the late game small nuclear reactor?
? I thought the small nuclear reactor just blocks the badwater sources, without allowing you to extract from them?
sadly yes. been wondering if that was a good candidate as a drought resistant source or if it was too late to matter (i.e. post-science)
I definitely don't think it's too late to matter, but it'd be boring if it just replicated folktails badwater rig functionality
maybe converting something into badwater would be more interesting? like hooman meat + water + brambles?
it's meant to, would be even funnier if it was a clockwork kitchen recipe
that kitchen is the sole reason i make bots now π
actually, let's add a bit of used nuclear waste as fuel ^^
might as well have some drip out of the big hot storages too?
oh, btw: i prefer making science from dynamite and trebuchet over ENS now. much more sensible π
getting close to visible seasons i guess.
performance next, some UI indicator and than seasonal effects.. slow going, but progress
Hi all, the whitepaws looks like an awesome faction, unfortunatelly I'm using the GOG version on the game and found no way to download this mod from steam π
Can someone share me the mod file from another host? π Thank you in advance π
more work to download and manage the dependencies maybe (was there a mod that did that?)
The blue on dirt is just visual like green during temperate right
went for very obvious visuals for testing
Is that the full Whitepaws faction or an addon to it actually?
that's the faction mod, just the mod.io version (identical to steam, sometimes slightly ahead, same official)
needs all dependencies though (which are all on mod.io too)
Thanks you so much, now getting in the rabit hole of installation π€£
hope you have a good time with it!
i can get back to it in couple weeks honestly. Got finals coming next week for my thesis presentation
Go to mod io.
https://mod.io/g/timberborn/m/water-beaver-overhaul
Even better install mod manager from mod io and then use that to install wbo
π
but also, look who's reflecting reality :D
Then, instead of a window, should it have a couple of tank-looking things that contain filters?
There could also be a 1 unit elevation gain option based on a double lodge with the door on the second floor?
And maybe a water boost building that comes in 3 parts, 1 a base pump building that's a 3x3x3 cube, a giant tree pipe that's up to 10x long, and an outlet building (the same as for the nuclear reactor), or it can plug into the base of the 3x3x3 cube.
The 3x3x3 cube uses nuclear fuel & power to spin a planetary pump (two large gears in a glass housing that poke out either side of the building by 1 block).
When in filter mode, it consumes a bit of sand (dirt) in addition to the power & fuel.
To scale power with the length of the pipe, the pipe should also consume power.
Build cost is similar to the nuclear press but with more gears and glass.
Bung hole house
Not sure costing glasss is feasible as it will become mid to late game
I like how the sandals are helping out with my Solar farms
I'm gonna say they help out by preventing my beavers from getting hot feet π
well that seems wrong, what's that, a whitepaws ballon ?
hmm... generally speaking i want to avoid buildings that are made in several parts, its clutters the menus and is confusing to new players π€
plus... well 3D models have to be made...
recent change
although... that entrance in the gunk seems very sub-optimal...
also sorry for the stray bullet at anti-nuclear activists in the flavor text π€π
is it? passthru lodges are cheap and exposing bot suppliers to most toxic fluids and nuclear waste.. why not?
seems fine to me, sacrifices are good
actually, would it be possible to make it so that it only works when submerged in badwater? would be 1. interesting 2. punish lack of care (once it dries up, it'd be nontrivial to restart it)
i'm pretty sure the bad water dome is one of those "listen to nothing" scripts, probably won't work
but yeah, some beavers will get dirty feets, oh well 
in the meantime i had fun asking ChatGPT to double check the consistency of my wood-to-sawdust recpeies
because i'm adding giant half logs to the gnawing tent
it makes one giant half log out of one giant log by chewing away 680 sawdust, and takes 340h
(a bit less than a screw axle for reference)
it's because otherwise the Grand Dam cannot be build unless you have the giant sawmill
with that you can trade in the giant logs and gnaw them into giant half log at great expense
awesome idea!
now anything sequoia is tradable π
just, maybe, it's too fast? screw axles are super cheap to make and plenty and there's usually an unused tent or two by the point you worry about half logs
got a good 2-3x boost to speed already by this point too
yeah but it's still really wasteful
i'll still increase the reciepe time by 50% see what happens
that's around 7 versus 5 days for trade + gnawing? (per half log?)
might feel forced to use more than 1 beaver on it this way π
Wait giant logs are tradable now??
What are the current recepies for the balloons?
Or is it a planned addition
giant logs are tradeable since the rebalancing i thought?
yeah, since i removed the junglebeavers and added the emberpelts and leafcoats, the emberpelts can trade giant logs, one by one.
and the leafcoats mostly took over the junglebeavers
In Vanilla, Slucies and Mechanical water pumps can automatically detect Badwater, maybe using whatever magic the Stream Gage does
Perhaps you could make it consume Pollution resistance factor if you wanted to balance it better? I might of suggested that before
how does that look ? is there something big i forgot ? (it's not meant to be extensive)
looks like it could work. makes sense somehow.
transitions from primitive to advanced (paper, rope, mines) might miss, but than it might add too much clutter too
hardly accessible with visual impairment or slowed processing tbh
really like how it gives visual hints towards stages of the settlement. should be helpful to keep people on track
Ooo I like the wonder, I'll need to build one of those one day π
make sure most of your beavers can enjoy it π
maybe i'd need a new background image, this one is old and show many buildings that have either disappeared or heavily changed π€
oh, i had forgot about this monstrosity π
It's a tricky map
I'm going to dynamite out one of these hidden abyss entrances, and if the Water outflow from the Abyssal water outflow has infinite head pressure I'll divert all the bad tides away and use water from that instead
I can surround the reactor/outlet to get water to travel up right?
what map is that?
Let me find it
On Steam, it's incredible
You'd need ladders or Tubeway to play it
seems impractical but i suppose you can π€
i'll keep this image for now but feel free to propose a new one π
this map might actually be perfect
wonder got huge range and covers any levels above and below π
that's a good one, even if buildings changed some since
I would build it in the giant river, but I've tested it and
Is that the range, or is it bigger than that?
That's sitting in a deep river, though I can blow up my own deep hole π
it's expensive, but building an artificial pond works too (did so my last game).
needs only minimal size, can use levees too to safe on dirt.
only need one tile extra water column right behind the 'backdoor' opposite entrance.
those giant storages look real cool there!
especially with the balloon lights
sounds like I want to try vanilla folktails then :p
Looks good!
Does the medical centre need more roof clearance? Not too hard to fix at least π
seems to me you're not aligned properly π€
Okay I'll try harder, might have to move the power connection
Okay I tried ||dev mode||
I need to move the power connection back one π€£
That's a lot of dirt if I want to patch up my mistake π
Oh well
i'll add lights under the aqueducts and mega platforms and then try to push an update π
(tomorrow most likely)
Ironteeth balloon 
Hi guys, are experiencing issues with click & drag after installing all the required mods for Whitepaws to work? Everything seem just fine but when building or destroying I cannot click drag an area which is really annoying.
there's an issue with linux recently in the timberborn announcements. got the same, but only for two days
might be fixed on experimental branch
Hum, actually I'm using the windows version on linux, is that what you saying or is there a dedicated linuw build I'm not aware of?
that's the only version on linux, yep
Okey, thanks, then I will try to be patient or try the experimental build if it does not break it more π€£
@shell fiber how about giving a season a fixed number of days? instead of number of cycles?
rn 5-cycle-season would reach from 85-130 days on normal difficulty.
if season was fixed to 90 days for example, it might be only 4 cycles long or the last cycle might carry over well into the next season?
idea is to have daytime slowly progress over the 'year', which is okay updating around once each cycle, but cycles can be very different in length, so it's not very smooth.
also have seasons have seasonal effects themself. like a small growth boost in 'spring' or a malus to growth and walking speed in winter
so with fixed-day-length of season those effects might apply a little longer / overlap for rest of active weather
last weather of season would carry over, but next hazard / temperate would select from new season pool
also got a backlog idea of random event-days, like rain, or snow, maybe cloudy, or special textures, that only last a day at a time and change between seasons
more of a gimmick / random surprise once in a while. (emberpelts would die if it rained too often^^)
yeah that's a good point. to be honest i wouldn't be bothered much by the slight variation between seasons that would cause, but it makes more sense to have a fixed amount of days.
the question is though, can we have the banner pop-up in the middle of a season saying "it's summer now" ?
in my head it was simpler to just rework all temperate seasons to have their own banner like temperate - spring with some nice green plant sprouts, then temperate - summer with... a ripe sunflower and a bright sun or something, then dead leaves for autumn etc
if it's no problem anything works, but otherwise a quick calculation of average season length in day does the job just as well, up to you π
But all the farmhouses, forester extensions, the nuclear power plant...
If you are going to make it open/close the bad water, could you please move the entrance 1 block up?
Or to avoid contamination, does it now always need to be built kissing a pass-through house or similar?
Playing the same map
Oh how's it going for you?
im down to less than 1fps alreadyπ’ , and im only just getting the abys nuclear reactor started
The other map by the same map maker I managed to get to run at over 1K beavers with about 10fps, then at 4.2k beavers I was getting 10-30spf...
This map im finding is a bit easier, don't have to worry so much about where you dynamite, it's not a constant game of 4D chess, so a bit more relaxed.
But im also running out of farm area and will need to beef up dirt extraction to begin adding farming layers, which is a case of leave timberborn running at max speed for 2-3 days...
I love catching up on this thread once a week to see all the ideas π
@shell fiber Are you aiming for any particular goal for U7 to be "feature complete"?
i was thinking maybe that can replace the underground cold storage since with 3D terrain "undergroud" can really lose its meaning π€
but it is still stlightly... horrible
upgrades are fine because the base building has functions of its own, and the water source of the nuclear power plant can only work like this, but generally speaking i want to avoid that
not a priority, but i'll try
next thing i want to try to work on is adding seasons with grauschweif's help π
will there be cold steam / lights coming out of the ears/ eyes?
i undid it for now, but i think yes i would want flames out of the eyes or something.
but maybe it should be 5x5 instead of 3x3 π€
and a storage place is merely one option
okay, enough for today, i have a stray cat to catch, bring to the vet, get groomed, and then take back home π
Is the concept of whitepaws still the same as in the beginning that the population grows with every building you place ?
Pretty much π
beaver stuck on rope at bamboo
it's a death trap π
ropes should really mention to never mark the tile below for cutting..
is there a way to get them out? can the (in this case) bamboo be safely removed by builders?
pausing their building works
just if they are stuck too long they die soon
(had some stuck for 300 days..)
I'm not sure about builders, but i guess it might work with them. just unmarking it, as in not cutting it, works fine too
harvesting works fine with rope, tanners too
poor thing just wanted to spend their last moments relaxing with their friends... only to die at the doorstep
so close π’
lapan I believe the abyss ore has the wrong icon? it used to be a drill bit I think
Indeed π€
according to the vet it's about 1.5 years old, we ran some blood tests and he doesn't have anything. I supposed the previous owner was the kind of fool who bought a cat on a whim then decided they didn't want it anymore π
anyway, it's a good kitty, doesn't scratch, doesn't bite, always looking for pets π»
but let's get back to modding, we're here for giant anthropomorphic beavers, not kitties π
i've also improved the clinic a little bit (quite a lot actually) : it has now 7 beds that cure all minor disease / injuries/ burns, twice faster than medical beds and without consuming resources, and cures the major / severe ones at half that speed.
and can still produce the medication of course
the real question being : will that be compatible with existing clinics
and how will the housing part and the 'attraction' part interfere with each other
it is now one block taller, for the record
lets bring kitties to WBs π«£
new clinic sounds great! and kitty is a handsome gentleman πΊ
unfortunately beavers are phasing through the side of this pit tank (and presumably others) rather than enter through the door
(better ss showing tank entrypoint)
have a q about the very first incredibly compact library set - i've razed the broken cart, have my new town center, and the library set is sitting in rubble. but i don't know what storage to build so a beaver can pick it up? just having the library isn't connecting the dot between rubble and resource
oo ty π
is there any reason the haulers wouldn't be able to get to the florist?
haulers should reach it if it's connected
possible problems can involve not having enough haulers or not having enough resources of that type
if it just got stuck without any real reason save&load might resolve it at times
yeah like beavers live there, they built it, someone works there but it's not getting hauled. i have 6 haulers and set it as prioritize too. i'll reboot
lol i built one right next to it and it got hauled
the correct number of haulers is however many you think will be enough +10
Will power production be reduced now since you can also choose to produce badwater?
Maybe to 2500 from 3000?
ok π what am I doing wrong here to connect any of the industry buildings to power? the factory, rope, etc.. i've watched some of the youtubers and I'm seeing that they build powershafts and it connects but mines not working?
Whitepaws buildings require a specific point for power input. Look for a weird dark window - the thing on the second floor on the very edge of your screeshot - that is the power "plug".
On that building the power port is in the upper left of the back side
oh that is super weird! thank you
Well water beavers was designed this way, the power connection mechanism in the base game is too easy
Have there been any changes in this mod in regard to where a beaver lives vs where they work? Like prioritize living in the building they work if it is also a house? And or living in the closest to their job they can?
there's bobingabouts housing optimizer as 'required' dependency, which should make beavers move close to their working place
Awesome
Had to take photos w my phone because the screen print was removing the outline but what am I doing wrong here? I'm four deep, tried the small cube and the large cube but not sure what's wrong
Tried 3x3, 4x4 and 5x5 all four deep
the fences must be on the ground, dig up the rest, your 3x2 is close, just dig up the remaining 5 tiles inside (the 4-long 2-wide L shape)
(technically speaking you don't need the whole inside to be dug up, but more than 3x3 and I don't remember the exact shape required)
The 4x4 is too big
You can't place the 3x3 if you're using the steam version as the other hole might be in the way
You'll need to dynamite a staircase down around the 3x3 to get to the mine
Have fun!
ok i can't believe how many hours i've spent on this faction lol it's so fun. any pro tips for the elevator to the abyss? I've tried all sorts of dynamiting
into the abyss with it !
goes on that weird thing ('ruins') other factions extract iron from
omg lol DUH thank you
Is there a plan for something like the zip lines or tube ways for the white paws?
Really? Well shit. Lol the most I've really seen of the mod is JC's current series that I'm catching up with. And thought that was a U7 thing.
I'm too intimidated still to try it atm. Lmao but am waiting to see how it looks with the U7 changes
U7 is more balanced and much more fun for all the small additions
there's ziplines, really meaningful trading
and more late game stuff
and some cool new models and textures
not too bad to get into too, imho, if you take it slow and expect a long game
I have a bad habit of scaling too quickly, and not managing properly. It'll be a nightmare on this one even if I choose an easy map.
Scale food and water first hehe
what scaling problem.. π€£
don't even have nuclear power yet and i'm at the brink of restarting lol or just deleting every building and keeping what i've accrued at least
I have tried everything on this one too π
for now i just swapped the water source blocker script with water source regulator script, didn't think further than that, but yes, power could be decreased a little bit.
decreasing power based on wether its opened or not is not possible as far as i know though.
I think it would be fair to keep the same reduced, perhaps 2500 bp for both open and closed
seems mostly correct though... anything in the way above ?
are you on U6 or U7 ? you might be bumping on the map ceilling (an other thing fixed in U7)
rotation seems off. the entrance of reactor and abyss elevator need to match, it will snap into place usually.
the three golden pipes are toward the back actually, seems fine. but it's one Z-level too low i think π€
tried to reproduce and it does indeed jump z-level easily if the pointer is slightly off.
far from as bad as the water pump ends, but might be confusing the first time.
for some camera angles it can be tricky to find the proper spot.
pointing toward the opposite pillar/edge usually worked best for me.
... just after learning it's possible to tunnel below abyss now and elevator goes right through the hot red stream..
the top still is solid soil and will not drain..
was so looking forward to finally be able to solve the flooding abyss problem..
ahah, no sadly this is visual only
but... yeah, more of an issue cause by the map editor mod, if you can't have floating island, i can simply make it so that this problem never occurs π
i was looking at the moddable weather mod, it seems i didn't understand properly what it does
it's really not made to let people create custom seasons i think
more just add more seasons, and let the player decide which to use and set the difficulty by himself
does provide the code to add more weather types and make them configurable from json files though
well it seems that the json templates are really bare-bones
like there's not specificaiton on the probability, season length etc in the json
rain only have this : { "ModdedWeatherSpec": { "Id": "Rain", "DisplayLoc": "LV.MW.Rain", "WeatherPanelProgressBackground": "Resources/UI/Images/Weathers/weather-progress-rain", "DatePanelIcon": "Resources/UI/Images/Weathers/ico-weather-rain", "WeatherNotification": "Resources/UI/Images/Weathers/weather-notification-rain", "StartSound": "UI.Weather.Rain" } }
i think that might be enough to add it into the UI then the player can set up the details, but that seems about it π€
yeah, it's not deep. the actual specs have some more optional values / subspecs
that's pretty much what i would go for too, like with needs
have a primitive ui definition for the weather itself, and add sub-specs for features (like weather parameters)
hmm.. not like how the spec hides which code class handles the weather.. this assumes there's a special class for each id i guess
hmm... next step...
been slow with things after catching a cold. might take some time to get to weather integration.
getting the actual effects in first
got it working somewhat for seasons and testing some effects.
made effects as sub-specs, so could likely go for something like this:
{
"SeasonWeatherSpec" {
"Id": "Spring.Rain",
"weatherId": "Rain",
"Chance": 20,
"MinDay": 3,
"MaxDay": 8
},
"SeasonsPlantGrowthSpec": {
"TreeGrowth": 1.0, // trees and bushes, but not' fruits'
"CropGrowth": 1.1, // all farmers crops
"FruitGrowth": 1.1 // includes berries, resin, ..
},
"SeasonsWaterSourceSpec": {
"SourceStrength": 1.15,
"SourceContamination": 0.03
}
}
Structure might go somewhere like this:
Blueprints/Seasons/SeasonsSpec.json
-> defines the faction seasons, i.e. some UI icons and order of SeasonSpecs by id
Blueprints/Seasons/SeasonSpec.Spring.json
-> defines an actual season
-> holds UI elements and DisplayName
-> lists which SeasonWeatherSpecs can apply
-> can have any SeasonEffect sub spec
Blueprints/Seasons/WeatherSpec.SpringRain.json
-> wraps moddable weather WeatherSpecs with attributes like duration, chance, etc
-> can attach any SeasonEffect sub spec
-> may override UI elements ?
Blueprints/Weather/WeatherSpec.Rain.json
-> the moddable weather spec
-> defining UI elements, fog and other visuals i guess
(should be provided by other mods)
here with season > cycle > weather
What am I doing wrong?
InvalidOperationException: Failed to load asset at Materials/WhitepawsCustomLiquidsETC/Cure
Timberborn.AssetSystem.AssetLoader.Load (System.String path, System.Type type) (at <b03570a2f43541b3bf062c920da2108c>:0)
Timberborn.BlueprintSystem.UnityTypeDeserializer.TryDeserialize (Timberborn.SerializationSystem.SerializedObject serializedObject, System.String name, System.Type type, UnityEngine.Object& unityObject) (at <37f0665f47ed46698806da910139dff9>:0)
Timberborn.BlueprintSystem.BasicDeserializer.DeserializeSingle (Timberborn.SerializationSystem.SerializedObject serializedObject, System.Reflection.PropertyInfo serializedProperty) (at <37f0665f47ed46698806da910139dff9>:0)
Timberborn.BlueprintSystem.BasicDeserializer.GetValue (Timberborn.SerializationSystem.SerializedObject serializedObject, System.Reflection.PropertyInfo serializedProperty) (at <37f0665f47ed46698806da910139dff9>:0)
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Timberborn.BlueprintSystem.BlueprintDeserializer+<DeserializeSpecs>d__8.MoveNext () (at <37f0665f47ed46698806da910139dff9>:0)
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Timberborn.BlueprintSystem.BlueprintDeserializer.Deserialize (Timberborn.SerializationSystem.SerializedObject serializedObject) (at <37f0665f47ed46698806da910139dff9>:0)
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System.Lazy`1[T].CreateValue () (at <59bd7c40c082431db25e1e728ab62789>:0)
System.Lazy`1[T].get_Value () (at <59bd7c40c082431db25e1e728ab62789>:0)
Timberborn.BlueprintSystem.SpecService+<GetSpecs>d__10`1[T].MoveNext () (at <37f0665f47ed46698806da910139dff9>:0) System.Collections.Generic.List`1[T].AddEnumerable (System.Collections.Generic.IEnumerable`1[T] enumerable) (at <59bd7c40c082431db25e1e728ab62789>:0) System.Collections.Generic.List`1[T]..ctor (System.Collections.Generic.IEnumerable`1[T] collection) (at <59bd7c40c082431db25e1e728ab62789>:0) System.Linq.Enumerable.ToList[TSource] (System.Collections.Generic.IEnumerable`1[T] source) (at <7229ad31196947fdb61dcfd278f7b739>:0) Timberborn.GameGoods.GameGoodFilter.Load () (at <94ad2a9214ca4aa2929798339a289280>:0) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Timberborn.SingletonSystem.SingletonLifecycleService.LoadSingletons_Patch1(Timberborn.SingletonSystem.SingletonLifecycleService) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Timberborn.SingletonSystem.SingletonLifecycleService.LoadAll_Patch1(Timberborn.SingletonSystem.SingletonLifecycleService) Timberborn.SingletonSystem.SingletonLifecycleUnityAdapter.Start () (at <6d5ce360865046b1af71dda8bfa30d56>:0)
do you have latest version of mod and lapans texture pack?
Yes, I just updated.
not have tried the latest version yet... your report tells of a missing material that was maybe changed recently
might be as simple as a misspelling in a good spec, like Good.Cure.json
OK, as a sanity check, I just removed all mods and redownloaded them, it's getting further
The texture pack looks to have also needed an update
your texture mod is not up to date
so are you planning to just recreate a different version of the moddable weather mod, or building on it ?
not 100% sure, but the easier option if can.
moddable weather implements somewhat around 10 classes needed to get the basic feature ready. + definitions for basic UI and fog.. that's a lot
so disabling the unwanted part likely is easier
to be honest, i don't think we need much of an UI π€
what would we do with it ?
i guess maybe keep the option to disable badtides ? since some people really hate them π€
UI as in Icons for the weather background, banners.
visual indicators of current weather and progress basically.
thought about replacing the background of the clock for the season actually. that's easy and rather obvious to the player?
add some hover to the clock to show season name and active effects.
add to the weather / cycle hover effects active for that
something like that. to not make it too hidden / confusing for player
yeah.. difficulty settings need something for sure.. nextΒ² stepΒ³ ^^
currently doing the most stupid mistakes and reloading the game dozens of times before i notice a missing letter or such.. hope my cold is over soon to get this presentable
aah, i see
i'll probably add some billboards too π
take care
well there is already icons and banners in Luke's mod, that can save us the artistry π€
but if we ask him i'd say there is a non-zero chance he'll let us reuse them
with due credits of course
okay, so just for a general idea, here's the seasons i think we have on hand:
(disregard the spring mark)
what do we want spring, summer, fall, and winter to be
Spring : nice and forgiving, global +10-15% growth rate to plants.
- short droughts
- normal wet seasons
- occasionnal long rain
- rare badtides
- sometimes "surprisingly fresh" (fake badtides, clear water everywhere)
Summer : starts to slap, no bonus.
- long(er) droughts
- normal wet seasons
- frequent monsoons
- no rain unless drought-rain-drought
- medium badtides
- sometimes "disappointingly short" temperate
Autumn : kind of nice, but minus 5-10% plant growth
- normal droughts
- rare normal wet seasons
- frequent long rain
- occasionnal monsoons
- rare badtides
Winter : hell but cold and white
- Frequent long droughts
- normal wet seasons with reduced water output
- occasionnal short rain
- occasionnal monsoons
- few badtides
- occasionnal disappointlingly short temperate ?
never tested rain yet. there's a warning about performance with it. so might adjust some maybe.
technically you'd have "redsurge" too (from addon) that is a badtide monsoon type.
can also distinguish between growth boost for crops (as with irrigation) versus trees if you want
or mess with walking speed, workspeed. maybe mess with needs too (not looked at it yet)
if there's rain and it's working, likely could adapt it for 'snow' (just slightly different visual; maybe malus on walking speed or something)
if we have winter... maybe extended utility for greenhouses? I know pretty finicky but might allow growth of crops and trees like pumpkin, chestnuts etc which arent done by clockworks
planting wood burners in the middle of the forest to counter winter? (not serious π )
just realising my idea to patch colours and greyscale not works that easily π
silly unity..
well.. off to the backlog with it and more important things to work on.. 
Irrigation towers with warm water recipies?
how about suffering the cold and bare and have enough stocked up for a season? π
given the realistic options (i would need to code..), it's likely not going beyond slowed crop growth and slower walking really.
and given how late in game it would happen, there's hydroponics already and GMO magic.
current irrigation tower can counter autumn already? and rain makes any land tile irrigated i believe. so autumn might be very kind still
sorry i got interrupted
giant pillars at the corners, then megaplatforms on it
i don't have a picture on hand
i could do that, but rather in the shape of a building that directly produces whatever. which makes it basically the same as a clockwork farm
i only have Ring platform and bridge
it's in the platform sub menu i believe
Got it, Thanks
not important enough if you ask me, just a general buff / debuff to everythign is good for me
Like this
bonuses / maluses to walk / work etc is interesting, but also not super important overall
yes, but you can put the platform lower
Thanks agian, git it
if anything, i would like to have a "cold" need that only goes down in winter
also, you can extend the giant pillars, in case you hadn't noticed
Like this?
yep, that's the idea π
So for now only effects that matter are:
a general plant growth boost
a need-per-hour applying effect
can easily simulate the bonuses through needs with this too.. so likely no effect needed for them i guess..
for now got the ground texture patching too.
other materials not work yet, so later, maybe.
?
the need per hour is not vital, but it would be neat to have
the plant boost either to be fair
the main thing i believe is the ability to change the chances and duration of each type of weather accoriding to the time of year it is
i kind of eyeballed what i though summer should be, but i don't think it's good, might be too harsh
oh, maybe not
i just checked my previous save, cycle 20 and i could probably survive a harsh summer easy peasy
looks rather meek to me. personally associated monsoon with autumn, and summer with dry only
speaking about redsurge, what about skyblight/badrain? long ones would be completely lethal for whitepaws, but I think the 1-3 day range would be playable
depend on which latitude we use as reference π€
monsoon seems to be more a summer thing to me, but that doesn't really happen in europe anyway
yeah, they are interesting, but since i nerfed the water storage and want to push people to make dams, skyblight seems very very bad
it would require testing
if you have a dam that is close to the water output, it might be sort of fine
maybe on the backlog something like random rain/ badrain days was an option.. much later..
if you're far down river, that's just a badtide no ?
you mean as not-a-season but a random surprise rain ?
could be an option, i have no preference
well, or only within certain season
uh, well actually i have a preference
both could coexist though
but i thing it would be nice to have "rain seasons" that last quite long, in which you can just turn off your irrigation for a while
the problem is... when ?
spring ? meeh, maybe difficult to take advantage of it
although... that would allow to plant a crapton of trees
π€
hmm
that's actually quite a good idea
spring, autumn.. winter rain (snow) could reduce effects of slowed growth..
i wonder if this will need many iterations of testing π
ahah
yeah
the real difficulty for now is summer...
maybe reduced water output ?
also, aren't summer floods a thing ? like when the ground dries too much, it stops absorbing moisture, then at the next big rain, everythign floods ?π€
so drought / monsoon / droughts is not an unbelievable pattern π€
possible. slightly longer drought, less water, anything within 10-20% should be fair imho. random flood only hits worse there, yep
makes it really work out to have big reservoirs
i doubt it makes any real difference that late into the game, but personally i would love to have some reason to stock up big for winter
it's always just-in-time production and virtually no storage for my games so far..
no i think it's a good idea to have like -50% plant growth or whatever
at this point you realistically should have nuclear power, clockwork farms, and GMO labs
so having to live on that + stocks seems fair enought to me
could also be why the autumn is kind of nice
for now I'd go with the easy effects to give a small demonstration mod over the weekend maybe. and concentrate on integrating weather effects next two weeks
Maybe do winter dormancy? trees don't grow, but they don't die of drying out either?
So water gets scarce, but you can cut back irrigation needs
nice idea. could half source strength and drought tolerance for example - peas die quick anyway^^
while it's not too bad to increase drought tolerance i guess, it adds complexity and i feel there's plenty ahead already just to get something out that's working with the minimal features
Do you make the zip line so they can be flipped?
no, that messes up with the upgrade system.
although the junkyard can be flipped maybe π€
ok
if that is possible, sure, that's a nice idea π
why not..
I should say "if it's not too complicated" then π
oh, nothing wrong with having a backlog of fun ideas
Set up mass amounts of storage out of the way, nuke everything and start over. Lmao
i just had an idea for autumn, how about making all sources always 30% contaminated, so it's hard to pump water and beavers get sick, but it rains all the time so irrigation is not an issue π€
should be an easy enough option to add for you to play with
What's a "safe"ish map for me to try water beavers on?
Cause watching JC's current series (way behind on it though) and it's tempting me to... TRY it..
something medium or bigger i suppose.. lemon canyon is fun, but not too easy i guess..
disabling badtides might help for first game too.
Wasn't that one that JC did? I think I saw some of that one and it spiked my anxiety lmao
JC used to play on my crappy version of lemon canyon, but turns out i'm bad at making maps
i think it was @snow scroll who improved it a lot ?
but any kind of easy map is also fine i think
Ah. Your magic is in insanity, not maps. Lol
i think waterfalls is fine
And I mean this with respect and awe. Lol not an insult
I love what youve done with this mod though.
I don't normally like overhauls until a game is older. But it gives the game a second life after people have beaten it into the ground normally
thanks π
Adds complexity (albeit frustratingly) to a game that can be played casually even on harder modes.
i got bored of the base game very fast personnally, although that was back in U3/U4
Yea. I don't have as much time in the game as I thought I had, but I did play a lot of it for a while around then too.
i try to limit the frustrating part, i want it to be challenging, more than anything
When I worked nights
also i want it to have some kind of purpose, which the game lacked until they introduced wonders
The frustrating part is usually the interconnectivity of resources and products. Like what JC struggles with a lot. Plus how much more difficult it is to make the environment work for you instead of conforming to it
Also remembering all the different buildings and what should be used and when π
I'm at the end of episode 29 of his current series. Lol a number of his issues would be easier to resolve if not for the fact that levees and terrain are expensive AF to build. I'm surprised he hadn't tried to make more levees and stuff for gravity batteries using the aqua ducts earlier on. (He finally did it for 1 this ep)
But I digress... π
well, what i've seen is that many people have radically different playstyles π
personnally i like to expand farmland a lot
.. well, i can only play on very small maps.. so.. gravity is my friend π
@radiant arch what about this ?
again i kind of estimated it wet-pinkie-style
i tries to make it in proportion of the existing seasons π€
ah, uh, right, if i understand correctly, the game always alternate between "good" seasons and "bad" seasons right ?
oh, i can mess with things i believe
monsoon is a hazard too, but that's easy to change
lovely mapping of default difficulties btw. should make adding that easier later on
Why only small maps? Performance?
performance, yeah..
Ouch
would kinda want to give the drought resistance a boost for winter. what do you think about doubling that?
What do the variables T D and B stand for?
default weather: temperate, drought and badtide (the ones you can edit duration for when starting a game)
Gotcha. Yea, realized that just after I sent that
My brain first went to time day and then thought "bad tide".. ooooh right.."
guess for demonstration could double the hunger during winter π
Burn more calories trying to keep yourself warm
maybe not doubling, but that's an idea
although if crop growth speed it already lowered, that can be a bit harsh
Emphasis on stocking up for the winter
JC generally did have a metric f ton of rice balls XD
can't remember when i even made those 
Too bad there's no way to set an edict or something like "only eat x type of food for now. Gotta stock up the rest"
that still goes quite fast though, by default beavers eat 2.6 food items a day, if winter hits around cycle 60 people will probably have at least 500-700 beavers, that's 2000 food a day
can do with districts
"that's not a mountain... That's just the food storage"
i frequently use them, gotta use all that rice
i envy big map options.. .
I need a way to host a timberborn server on one of my actual servers with the ability to utilize the core and CPU count... Then remote connect to it so the client side doesn't have to be powerful...
I have a VM machine set up in a server rack upstairs... Right now it's just for my media server. Haven't played any games I needed to host in a while. 2 CPUs with like 16 cores each iirc.
Sent you a DM as to not derail this thread
If spring is early game... Brambles gonna spread like crazy
Summer floods also occur when too much snow melts and there can be lake bursts and stuff. One of my friend is doing his research on this
If autum has no source of clean water, there needs to be a more effort way to seperate good water from bad water... Maybe push the water cannons a bit more end game and more powerful?
would assume they work okay when combined with big badwater pump?
might get the big nuclear reactor (and water) well in time for winter too
which reminds me.. this certainly needs a solar power modifier at some point too!
can't go full solar in winter and summer extra power from them might work out nicely given the stage of game?
Big bad water pump can't pump from mixed water
since when?? what?? really? ... that would suck..
buckets and washing machine?
too bad that only works up to 5% contamination.. would be a nice trick to keep them alive forever..
not really, skyblight is always worse than badtide since it converts your existing clean water reservoirs into badwater, regardless of where they are or how isolated from water/badwater sources, hence I would suggest trying to include only short ones which would function as "you need to empty all your reservoirs, avoid beavers in water or decontaminate then without washing machine, and either quickly flush all waterways, or your farms get reset by contamination", I guess it's somewhat different with irrigation towers, but I don't use those
so as long as you got a pump running it's safe? (or cannon a slow circular flow?)
no, it's all water turning into badwater over time, regardless of flowing/stagnant, so the only way to get water is to pump it close to the source (and the only way to irrigate is to have a quick flow from the source so the new water gets to the farms relatively quickly after being spawned)
You know, I can't help but think that a water beaver version of tubeways would be really cool. The only issue is that I feel like it needs to be water slide style. But that might be something doable where you have an upgrade that attaches to the mechanized water pumps. And have the tubes have to tie into one of those to be usable. And it could have a internal storage for it that slowly uses water. But there's a bit more that would need to be figured out logic-wise to make it more realistic like the rest of the mod is
The tubes themselves would probably just need a recoloring. Though possibly a directional restriction since it could be treated as a closed loop
Unless it just stays as a closed loop but without a directional flow that just lets the beavers swim themselves
And it could cost water to add on to it and be unusable unless it's actually a fully closed loop
Sorry, I just really like the efficiency of the tubes over zip lines
you might want to test whitepaws ziplines π
So I thought I'd throw the idea out there
not sure it's possible to have tubes and ziplines at the same time tbh
That's a fair point. I'm just still fighting with the first step of playing them. It's the same fight I have every time I want to start a new save... Picking a map. Lmao cuz my brain goes into overdrive and I get overwhelmed when I look at some of the maps. Even if they're not necessarily complicated
What do you mean?
internally there's a very restricted way different path systems are registered. zipline and tube implementations might overlap some. so not sure they can work at the same time?
Ah gotcha
or it was just me getting random issues when trying to add portals
Well, things always get complicated when you start thinking in portals
never tested to add tubes (or played with them at all)
oh, portals are pretty simple with timberborn haha
if you ignore beavers sticking out of walls randomly..
I was More referencing the mindset that comes from the portals games from back in the day
"ah now your thinking with portals" lol
Another way of saying thinking outside the box. Lol
it's not too easy with whitepaws and ziplines are faster, but https://mod.io/g/timberborn/m/diorama-in-the-sky#description uses portals for example
not too much though. just wanted to demonstrate the concept and make floating islands that can't be reached otherwise (early on at least)
Nice
Ah, well I'm sure you know they are basically power wheels right ?
Can now
I see nothing preventing it, but I'm just not that much into tubewaysπ€
I think Ziplines fit more since whitepaws are essentially weird folktails
They'd love something that was essentialy a waterslide though lmao wouldn't they? They could swim through them π
What is a βSmall Towerβ?
Greedybuilders have ziplines and tubes at the same time
anything that looks like a 2x2 with a tower on top, e.g. forester, zipline station, one of the irrigation towers
not saying whitepaws need to when they have fast swimming and ziplines , but the game engine doesn't seem to have a problem with it
Hmm I've tried a bunch of combinations of them next to each other / made sure they're upgradeable buildings and stuff. I am not sure why I can't place one
The idea of seasons is interesting, but please do not turn the map all white like Cites Skylines does. I can't see anything when that season happens and have to turn it off all the time.
Or put on some sunglasses to play the game.
Oh also while Im thinking of it found a crash with the new(?) pipe house. Dont know if thats been fully checked though. I basically just put it at the bottom of a hole with a tunnel out and it added power. Crashes every time. Crashes bad enough it just says error and no log seems to be made.
You need to offset the tower one tile back so that the tower is aligned with triangle roof, both having doors in same direction
The assembly line seems to no longer make metal fasteners? Where did that go?
Or is it just the primitive ironworks now, to keep it useful?
Are the leafcoats trading recipes backwards?
The flavor text reads like we should be sending them logs and planks, and getting nothing back, rather than getting logs and planks for nothing...
well shit
i'll look into it
the reciepe is correct, all balloons have these
is there a terrain block immediately above the output ?
Ah, so they do. Foreign aid for the poor suffering whitepaws, I guess
Sorry, I thought it was just the flavor text, implemented backwards
no no you're right in thinking that, the description is misleading
(but funny)
yep, that exactly what i got it i placed the output under a dirt block
yeah, I reported that bug ages ago with Knatte's water extension too, back when that had a sluice-like pipe outlet
if you spawned water with the mechanical pump and the outlet under a waterproof block (a levee back then, since this was before 3d water). If there was an "air gap" (at least 2 blocks high), it was OK
the model for the normal mechanical pump forces that just by its shape (the arch occupies the space above)
it looked to me like an off-by-one in figuring out which column the water was being added to, but I don't think they ever got the devs to look into it (since the base game model "prevents" the scenario
(at least, I'm assuming your dam drain house is also secretly a mechanical water pump, since it consumes power and can filter water)
rather than being secretly a sluice
just for the record, are you guys sure that the assembly line had a reciepe for metal fixtures ? there is a reciepe that exists, but i don't remember removing it, nor can i remember which building should have it if not the assembly line π€
oh, maybe this was an emergency fix regarding that ?
well... apparently no...
guess i'll restore the reciepe and see what happens
You had removed another recipe which took in the metal fastners (one of the seamstress lodge ones iirc)
ah, yeah, someone said that the fast reciepes from the seamstress were unnecessary
Yeah I had also put in a long ass post regarding assembly line. Still feel they are a bit too fast. Yet to ever use them with more than a single worker
This message. Most of the things regarding assembly line are already resolved!! Except for speed but that's not too critical
Unless you as well updated the recipes speed in last couple updates... Didn't get time to test those yet
@shell fiber got a 'conflict' with timbercommons and plant growth. their code says 'only-best-boost' and 'worst-malus' apply.
this works fine for winter, as there's only boost from irrigation and they combine.
just what to do with spring: should spring boost add, +15% spring & +15% irrigation tower = +32.25% growth? or max out at +15%?
add is fine, i don't expect many people to be rushing for the irrigation tower in spring anyway 
we'll try to keep enough contrast π
Yy you replied to wrong msg :P
seems to work - winter can be lessened by irrigation tower effect
spring will not combine (timbercommons default to use the best boost only - easier to use that for now)
sunflower outside tower range - takes almost 14 days!
can i ask what is "triangle roof"?
things like farmer, or triangle harvester / lumberjack / tapper. a 2x3 building usually (lumberjack is slightly bigger)
for upgrades it's important to align the tower with the roof, so for farmer, the tower is one tile back with the entrance.
also entrance of both buildings must face same direction (and tower is on the left of triangle seen from the door side).
oh, right, the description tells about that too^^
thanks a lot, Iβve been figuring it out for an hour.
The misery has started. Started U7 water beavers on waterfall yesterday. But it's going to have to wait a little longer to play again until I'm actually back at my computer playing instead of playing on my laptop in bed. Cuz it needs a hell of a lot more focus and I'm much wider screen... Lmao
it's good to play it on slow for a while
and pause to plan things out
now this is looking better i think. kinda like doing these small adjustments after tiresome code dives π
nice !
do you want winter to be blue ? or is it a placeholder ? i wonder if we could make the floor be covered in fallen leaves for fall, and who knows for the others π€
it's just a matter of duplicating some lines of code right ?
someone is comming back π
this one with a +1 WB if you can live with its constant tauntingπ
also now the billboard only occupy the "top" sector of the ground voxel so you can easily slap them on top of your cabbages or berries
its just big pngs actually that can be set by json
placeholders. want it to kinda look fun if i have to load it hundreds of times for testing
also might keep it for other factions if it works out okay
for colour.. white is kinda difficult for me, as it is too bright. was looking for a smooth transition with autumn and spring too. also leave an option for falling snow/ rain effect. so went for contrasts. other than that it being all flat made adding snow piles look odd.
would love to have fallen leaves for autumn. or small flowers for spring
but that's visually very demanding so i might not manage to do those
in terms of computing power ?
eye power π
I can actually keep up with the fast ones but late game, happy to keep them so I don't need more beavers π
feature request: an aqueduct waterfall segment, like the deadend segment but the end cap is at height .65 instead of 1.0, so you can make an aqueduct with outlets that pour off of defined spots. Or if you're feeling particularly generous, maybe a the end acts as a variable floodgate or sluice (can regulate outflow based on the depth below...
if you just leave multiple open gaps to pour off of, the flow in the aqueduct may be so shallow that you hit the 10x evaporation rate. You can also just use the normal segment, with a primitive dam built in the end , but that looks pretty cobbled-up...
And a question: have brambles always been aquatic and I just didn't realize?
Aqeduct and aqeuduct sluice already exists in the Water Extension mod.
yeah, but not for water beavers
who have their own aqueduct (made with the giant half logs)
and lapan has not wanted to give them sluice
I don't want to fight with Lapan, so ....
or is some of water extension whitepaws compatible now?
nor I, but since it's something you can mechanically do (by putting primitive dams in in the end) I thought he might be like the idea of integrating it with the deadend segment
at the risk of being a pest, would ya'll be willing to implementing the tubeways in a way that could still fit the water beavers? i still think treating them like enclosed water slides/tubes where it has to be a closed system and potentially requires some water for upkeep or just to make. would be awesome. based on a lot of the later tech they have, i could see it fitting quite well and help with efficiency where needed.
actually a given prefab cannot have different height values for watertight voxels, so either all parts are watertight up to 0.65, or they are all watertight up to 1.0.
soo... yeah primitive dam in the aqueduct is your best bet.
sluices are just too powerful and too convenient, and are also completely hard-coded so i can't do what i want with them.
Ah, gotcha. I figured the dam had different watertight heights - but they are 0 or 0.65. So it's really "watertight or not" by voxel, not picking heights
sides can't be different than the ends
oh well then
I suppose one could have a horizontal "spillway" that was 0.65-high watertight, "must be placed atop other buildings" (meant to be built across the end), and made from a giant half log. But that might be too useful atop other stuff too.
im having the same issue too
ParallelizerException:
Exception 1/1 thrown by Parallelizer-3:
System.InvalidOperationException: Column for index 2372 and height 49 not found
at Timberborn.WaterSystem.MutableWaterColumnRetriever.GetColumn (System.ReadOnlySpan`1[T] columnCounts, System.Span`1[T] waterColumns, System.Int32 verticalStride, System.Int32 index, System.Int32 height) [0x00051] in <a4fcc7405a8d4c19b983ef10e6a23f32>:0
at Timberborn.WaterSystem.UpdateWaterChangesJob.Run () [0x00058] in <a4fcc7405a8d4c19b983ef10e6a23f32>:0
at Timberborn.Multithreading.SingleTaskRunner`1[T].Run (System.Int32 runIndex) [0x00015] in <6784b1dbc0584eb4b774276acf5dde9e>:0
at Timberborn.Multithreading.ScheduledTask`1[T].RunTask (System.Int32 runIndex) [0x0005c] in <6784b1dbc0584eb4b774276acf5dde9e>:0
at Timberborn.Multithreading.ScheduledTask`1[T].Run (Timberborn.Multithreading.Parallelizer parallelizer) [0x0002f] in <6784b1dbc0584eb4b774276acf5dde9e>:0
at Timberborn.Multithreading.Parallelizer.ExecuteTask (Timberborn.Multithreading.IScheduledTask scheduledTask) [0x00000] in <6784b1dbc0584eb4b774276acf5dde9e>:0
at Timberborn.Multithreading.Parallelizer.ThreadStart () [0x0001c] in <6784b1dbc0584eb4b774276acf5dde9e>:0
Timberborn.Multithreading.Parallelizer.ThrowIfHasExceptions () (at <6784b1dbc0584eb4b774276acf5dde9e>:0)
Timberborn.Multithreading.Parallelizer.Wait () (at <6784b1dbc0584eb4b774276acf5dde9e>:0)
Timberborn.TickSystem.TickableSingletonService.FinishParallelTick () (at <7fc669a6b33f423f87b0114220ef8f47>:0)
Timberborn.TickSystem.TickableSingletonService.TickAll () (at <7fc669a6b33f423f87b0114220ef8f47>:0)
Timberborn.TickSystem.TickableBucketService.TickNextBucket () (at <7fc669a6b33f423f87b0114220ef8f47>:0)
Timberborn.TickSystem.TickableBucketService.TickBuckets (System.Int32 numberOfBucketsToTick) (at <7fc669a6b33f423f87b0114220ef8f47>:0)
Timberborn.TickSystem.Ticker.Update (System.Single deltaTimeInSeconds) (at <7fc669a6b33f423f87b0114220ef8f47>:0)
Timberborn.TickSystem.TickerUnityAdapter.Update () (at <7fc669a6b33f423f87b0114220ef8f47>:0)
did you update timbercommons to latest version? 1.13.1 (end of september) sorry, was about the weird water pump
fixed in the next update, just avoid doing that π
should have expected it, but 2'000 days to dry-kill brambles during winter is huge haha
Use water dump to dump .... badwater π
Heh I still want them, if you come up with the concept perhaps one of us could do the coding side for you? π
I wonder if it's possible for the plants (like the giant sequoia and unbelievably tall bamboo) to have variant models according to the visble layers (like the way platforms hide their tops, etc as you cut downward. Would make some planning things easier if they e.g. hid their foliage and just showed the trunks when the layer tool was below that.
because the new golden sequoias present a very dense overlapping canopy if you're trying to see underneath it
very neat from above, though
hmm... not sure, i would like it to consume power, so effectively my current system is probably good enough.
Oh okay, I'll see what I can do with the Dam Drain house
It's still 0.15cms?
given how commonly this is asked for: (just had one again)
could you make one for the triangle / tower upgrades too?
maybe add those and mines to the mod description pages?
this one ?
i'll try to add "check the billboard for help" to the upgrades description
would be usefull if when placing buildings that can be upgrayed there would be some placement hints like gray shadow of building with upgrade. dunno if it would require remodeling building placement icons etc or would it even be possible.
adding an image to the description would seem easier
actually making a spec just for the description wouldn't be any difficult π€
should i put something like that to the backlog?
allowing to add extra-description + image to any building? (collapsible)
downside would be the extra space in panel, requiring a mod to allow scrolling even more than now?
dunno, need more input from others idea just came to my mind as some upgrades needs special room etc. ofc u get pretty used to them after while, but littlebit hard couple first times.
btw jc uses some search tool/addon sometimes, does anyone know what it is or and why its not builin in the mod? would have answered for many of my stupid questions and thousand times going thru all menu π
hmm.. likely would make it a json, like
{
"ExtendedDescriptionSpec": {
"Descriptions": [
{
"Id": "TriangleUpgrades",
"prefabs": ["BuilderUpgrade", "HaulerUpgrade", ".."],
"description": "generic triangle roof text", // localised
"image": "path-to-symbolic-placement-image"
},
]
}
}
that auto-appends to the specific buildings description
could optionally list supported buildings too if using Ids..
but not sure this is helpful or just too much
but then the UI becomes quite a clusterfuck no ? and what does that do when you select the building ?
good question.. only thought about patching the building description to include a visual help..
that part should be collapsed when building is placed. only fully show when-not placed-yet?
Im playing U7, and have rofftop terrances in my well being list, but can build them, or are they hiding?
it's the kitchen with the terrace
Okay, thanks...
if you get it to work easily i'm happy to go for it, but i'm not sure it's worth the effort
i probably should rename that need eh...
mod included search would really help in these cituations π
as most of my problems have ben where its made or where we get that. if that search tool would be in mod it would be easy to check these( i found observation deck at fourth playrun with these after i asked it here) π
also i now know mostly how to place upgreadable buildings but still would be easier if when building u would somehow see what u should to do to enable using upgrade with that building. just trying to figure out how to help with wtf situations so ppl could use more mental energy to build those chains etc instead of hitting heads to wall
certainly a fair point to have minimalistic/ intuitive solutions to those
pretty sure many walls been stained this way^^
as i think prodchains and complexity of those is best part of this fraction those hitting head to wall how instead of making them is bit too fustrating things. also as someone said "this will take some time" is there opportunity to add diff speeds on non "dev" mode on gui of the game. for me after completing basic things and when u just need time its devtools and 30x mode, i was just wondering that could it be possible to add faster than 3x on "normal" gui me as no experience of modding etc. but still asking
or change things in nowday gui like 2x would be 3x and 3x would be 9 or 12 or something. 30x is too fast for many things(and computers) so it would be nice to get something between that. like if 3x would be 9-10x 2x to be like 3-5x etc
there should be different mods that do this. would assume one of the timprove ui mods does too?
at least expose the 30x
i can rarely run it on 3x myself, so wouldn't know
i rarely ever need to go faster than 3x speed tbh
if you do, then you're probably forgetting to check on a bunch of thingsπ€
ofc there is always diff mods to do things. but to run with this mod its always gambling to try diff mods (also i have requested mod templates from orginal devteam, so u could save template to run diff mods, so it would be easier to play what u want) those that i have told are "basic" ones that i think would go easy with this mod and would easy things.
no its when ur all basic chains etc are working and u are making some surpluss everything u need but u want to do next thing also. like for example nuclear thingy, u know that ur basic colony and all needs are met and everything works, but then u are building thing that need xk something, so instead of breaking chains and making lots of surplus, u just need time. so i could sit on computer watching things to happen for 30min, instead of that i use 30x and thing happens in one minute. it wont spoil other things im making etc. it just makes it faster
:Dand 30x really shows u ur weakpoints of chains π