#Water Beaver Overhaul

1 messages Β· Page 53 of 1

shell fiber
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So just to make sure I get it, you can easily edit the min and max length of each season, and tie the source strength to that one way or the other ? I think that would already be plenty enough to work with πŸ€”

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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.

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And can you force the next season to be whatever you like ?

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Maybe we're better off making the modable season a dependency, and force-feed it some data πŸ€”

radiant arch
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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.

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Can see map sizes easily

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Can also see the sources, just not see what part is used

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Sum of pump capacity ia possible, but not often as performance is slow, and might vary much

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Likely can force next season, but might break difficulty set for game and not work with mods adding seasons

radiant arch
shell fiber
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Okay, time to go back home

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I'll poke at the modable weather mod

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See what we can do πŸ‘

radiant arch
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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.

radiant arch
# shell fiber Oh sorry I meant water strength

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 πŸ€”). not sure i can really count how much water is on map or how much of it is within reach.

rapid trench
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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

shell fiber
shell fiber
shell fiber
radiant arch
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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)
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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
rapid trench
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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

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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

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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

radiant arch
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vanilla timberborn not really has a season support

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it's hard-coded A-or-B everywhere

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random source sounds fun, but not sure it's for everyone

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also collides with capping them (small nuclear)

rapid trench
radiant arch
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big map problems... i almost never have more than 1.. SadFT

rapid trench
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fair, I do tend to play more with big maps where 5 is not uncommon

radiant arch
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makes asking for more late game challenge / hard mode reasonable i guess

rapid trench
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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

radiant arch
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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

radiant arch
rapid trench
# radiant arch btw. considering the apocalypse mode mod.. what do you think about slowly loweri...

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

radiant arch
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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 πŸ™‚

so thought about keeping season slightly more dynamic, while making the environment more hostile slowly instead

rapid trench
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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

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and it would require players to do some redevelopment of farms/irrigation system, adding dynamism to settlements

radiant arch
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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)

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you just need more water and irrigation otherwise

rapid trench
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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?

radiant arch
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yep

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also allows me to lower total water available more slowly, i.e. keep seasons shorter and more dynamic, while being same deadly

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hoped it might cause more dread too?

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should feel like the settlement is doomed

rapid trench
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it does, yes; I'm starting to like the idea

shell fiber
radiant arch
shell fiber
shell fiber
shell fiber
radiant arch
rapid trench
shell fiber
radiant arch
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that's the idea

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just moddable weather not has those difficulties at all - it's always same and presets are made from settings page only, not from game

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so if we need their true season service to add new, we would want some way to add difficulty back

shell fiber
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can we get the thing to use random values ? or cap the max length to something less ludicrous than 60 days ?

radiant arch
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implementing random values is easy. capping too

shell fiber
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oh, good πŸ™‚

radiant arch
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basically the part of randomising is same, vanilla or weather mod

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can implement that only for vanilla and add support for weather mod later too

shell fiber
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i probably should finish my previous update before poking at that though πŸ˜…

radiant arch
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just can't add more seasons without weather mod

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would still think making it a distinct mod might be cool

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just feed it with presets that match what you intend

shell fiber
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so for each new season i would need to specify the values for easy normal or hard mode ?

radiant arch
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normal is enough. as it's factors only it would apply to others or what users put in

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was my idea

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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?

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(sorry if i'm scatterbrained today^^ too many chats in parallel)

radiant arch
shell fiber
radiant arch
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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

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not sure how i could have misread that twice..

radiant arch
shell fiber
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i'm fixing the giant logs of the nuclear reactor and then push an update

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i'm also adding your mapservice script 😊

radiant arch
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happy to see your mod be played like you imagined it πŸ™‚

shell fiber
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thanks again for all your scripts πŸ˜‰

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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

radiant arch
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what do you mean with that?

spring heath
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I guess you could manipulate the handicap to do that? Unsure about multiple stages of it tho

radiant arch
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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.

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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

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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

shell fiber
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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

radiant arch
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i like your idea

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actually was figuring out how to make a winter mod, but that's a more complex goal

shell fiber
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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

radiant arch
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that's super easy part

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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

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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 ..

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or seasonal effect to walking speed also..

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that might do great for your idea without being too much effort to do

rapid trench
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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

radiant arch
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so, say, spring is more refreshing..
like has a chance for all-clean weather
has more soil moisture or slight boost to plant growth

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summer is tending to be more dry and longer cycles maybe

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autumn has monsoon or something wild

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and winter is cruel in some way

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that direction?

radiant arch
radiant arch
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just would like to keep the overall configuration relly simple

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so all those 'big seasons' should have same length

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and work the same

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just have different set of weathers

shell fiber
shell fiber
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anyway, sorry i couldn't finish my update today again

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GN :

radiant arch
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gn

rapid trench
radiant arch
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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..

radiant arch
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might do this as extra mod and have people test it plenty. if that's fine with you @shell fiber ?

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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

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imho

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i might be able to add solar power modifiers.. but that's a 'maybe - low priority'

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certainly can colour the fog and set sun angles. hazardous weather already does this, so seasons could too i guesss

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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

rapid trench
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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

radiant arch
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that's plenty helpful! thanks for all the feedback too!

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i guess with seasons like that, it no longer makes sense to mess with the actual weather duration..

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rather use moddable weather as it is, use the vanilla options for min-max and handicaps

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just have distinct sets for each major season

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curious what lapan thought of here..

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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)...

stiff flint
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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.

radiant arch
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that's a nice idea

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longest day is start of summer.. longest night is start of winter..

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that would work perfect for the solar array too

radiant arch
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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.

rapid trench
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sounds good, I'd still add the "ultrahard", unless you want to make it a separate apocalypse mod

shell fiber
shell fiber
shell fiber
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one less problem

heavy spruce
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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

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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)

shell fiber
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i think no one will be surprised to learn that i didn't really think about how practical this would be to build 🀐

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uploading update

rapid trench
shell fiber
shell fiber
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But to be fair that was before I added the deadend aqueduct segment

plain kite
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@shell fiber The Ananas problem is still there (5.4.0) . I know how to fix it , just letting you know.

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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)

rapid trench
radiant arch
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might still be cheaper in giant logs

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not needs the ones on the edges and not the edge aqueduct parts to use end piece

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lapans version looks much better thought .. darn..

radiant arch
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recipes for omnidrink, omnidrinksmall and omnidrinkmed all refer ananas too, but those should not cause a crash while not in use

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oh.. wait.. the list is commented out.. - new version should not be a problem

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@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)

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unsubscribe might work, but best to verify it did

plain kite
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I do use steam , but i've installed it manually ( the 5.4.0 version i mean). Is not yet available in steam .

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i wanted to test the new stuff πŸ™‚

radiant arch
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did you remove the old version first?

plain kite
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no , i can try that

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Update: removing everything worked

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@radiant arch thx

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having ananas in the well-being window was messing with me πŸ™‚

radiant arch
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that press... 🀯

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some feedback on current well-being:

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hooman tours provide for roughly 300 beavers for me.
so needed a 2nd one.

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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)

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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.

radiant arch
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hmm.. random.. somehow souvy the 1st, souvy the 2nd and souvy the 3rd worked at the wonder and made it to the launch team.. πŸ˜…

shell fiber
shell fiber
wicked pecan
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is the rock tossing machine now working?

radiant arch
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has a dynamite symbol too. just missing the translation for that new recipe

wicked pecan
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nope still crashes when clicking that building

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workshop sees to have old version?

radiant arch
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no idea if it was on steam already too

shell fiber
wicked pecan
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workshop still has old version

shell fiber
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i see no problem with the trebuchet for now πŸ€”

wicked pecan
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my bad as workshop is not updated. so i didint really get update

spring heath
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these are some very cool changes I'm hearing about!

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can we please have strong alcohol retagged as an ingredient soon? :D

rapid trench
shell fiber
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so no issue witht he current version for now ? i can push to steam ?

radiant arch
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had none with my late game

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did test the abyss tourism, trebuchet new hot press

shell fiber
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there's also the advanced warm storage back πŸ˜‰

radiant arch
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what's that?? will need to look at it tomorrow..

shell fiber
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an old building from U5, stores 50k warm food, kept forever warm thanks to improper handling of nuclear waste πŸ˜…

radiant arch
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this is not a replacement for the abyss, is it? just a slightly big underground storage?

shell fiber
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it's not underground πŸ˜‰

spring heath
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ahaha I remember this, isn't it on a similar scale to the hauler/builder megabuildings?

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maybe a lil smaller lol

shell fiber
radiant arch
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just loaded the game... very 'useful' on a small late game map πŸ˜…

heavy lodge
radiant arch
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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.. ThinkingFT

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really.. magic.. it's filling from above, but it's invisible from below 🀯

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clockwork kitchen is scary.. not even half the cycle and go 10k in it..

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oh, scavengers junkyard can employ bots it seems

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this is looking so fancy !
this cold storage will be fake! there's virtually just air below the planks πŸ™‚

shell fiber
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eeew

radiant arch
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seems the texture of the actual food content is invisible from below

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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

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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

shell fiber
radiant arch
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not your fault, happens with vanilla too

shell fiber
shell fiber
last goblet
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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

radiant arch
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hmm

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if it lasts for a while after that might be due to terrain map updates and re-calculating textures too

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in general might help to set quality to lowest prior to reduce graphics processing?

last goblet
radiant arch
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no idea if there's any much you could do if CPU is limiting here

shell fiber
spring heath
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is the balloon pad watertight these days?

shell fiber
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partially

spring heath
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cool thanks, up to the door I'm guessing?

shell fiber
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probably, don't remember exactly rn

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the balloon above must stay dry i think

spring heath
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np, I've placed it in water so can feed back

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all good so far, can't build the balloon yet bc I'm waiting on sky expo

surreal stump
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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.

sullen cape
wicked pecan
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finally

radiant arch
wicked pecan
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true

radiant arch
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Also can walk in and build on those aqueducts. that's how i usually handle big projects with

wicked pecan
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how strong is the water flow from that? is 2 edges enought?

rapid trench
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yes, 2 is more than enough, I'm not sure about 1, but my intuition says it also should be

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doesn't it tell you the strength in dev mode, like regular sources?

wicked pecan
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yeah it tells when it finished and streght is 2 so even one edge would be enought

radiant arch
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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)

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with how half pillars changed... can you still use giant waterwheels easily on aqueducts?

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those been a fun option before

wicked pecan
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we should have 15x speed πŸ™‚ seems like x30 is bit harsh for my computer with 1k colony

surreal stump
rapid trench
radiant arch
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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

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to replace folktail wood textures with whitepaws versions

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(later started using actual assets only cause i wanted to adjust some dimensions / have finer control)

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{
  "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
//      },
    ]
  }
}
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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.

surreal stump
radiant arch
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using the models... ThinkingFT 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.

wicked pecan
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this is something new with update

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wel platform and stairs fixed that

wicked pecan
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building from inside seems to be broken

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for farm addons and mines attleast

shell fiber
shell fiber
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but i'll see what i can do

wicked pecan
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oh that explains it.

shell fiber
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in the meantime

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better at nigth

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πŸ™‚

sullen cape
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Oh yay I really liked the glow!

shell fiber
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i'm glad i figured out how to make the texture itself glow πŸ™‚

radiant arch
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do you believe, that glow fluid might glow too? would that work in storages?

shell fiber
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maybe if i ditch the water shader and make it static i can arrange that

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(i've been updating the textures for red soda, lotus tea, amazake etc)

shell fiber
radiant arch
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might already make it very distinct at night if it was 'just lit'?

shell fiber
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hmm... this one does not quite look right

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no glow for you then

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this is not entirley satisfactory πŸ€”

radiant arch
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missing the bright red pumpkins, isn't it?

shell fiber
rapid trench
# shell fiber this is not entirley satisfactory πŸ€”

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

shell fiber
#

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 🀐

#

see yall later πŸ™‚

sullen cape
#

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?

abstract vector
#

The apologist new mod looks rather intriguing, wonder if it supports water beavers by default

radiant arch
#

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

rapid trench
shell fiber
radiant arch
#

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

shell fiber
#

seems a pretty neat way to solve district goods transfer issues πŸ˜‰

radiant arch
#

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 ThinkingFT

#

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)

abstract vector
#

I'm pretty deep in some other games, but I'll do some testing this week to see how it works

shell fiber
#

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.

shell fiber
#

there's some crap dysfunctionning with the texture packaging, but something is glowing πŸ™‚

heavy lodge
#

Guess will be fun to watch : https://www.youtube.com/watch?v=yL_0r93AoIk 🀣

Timbernation Street MEGA EDIT is a compilation of the Timberborners spin off series that never did as well as it should have, still, here it is in it's full glory!

Stock up on Gamer Supps with 10% off (affiliate):
https://gamersupps.gg/BOOSH

LINKS!
PATREON: https://www.patreon.com/Realcivilengineer
MERCH: https://realcivilengineer.com
WEEKLY N...

β–Ά Play video
wicked pecan
#

there will be many incidents

#

he still dont know even how to play vanilla one πŸ˜„

heavy lodge
#

Confusion will be more funny 🀣

radiant arch
#

looking at his update 4 run of water beavers was so different!

wicked pecan
#

is there some wiki/list/sheet diff prodchains and resources in updates?

#

of

#

Β¨*

wicked pecan
#

i know u 7 but i was thinking like comparation table etc between diff updates. as i have only played it at u7

radiant arch
#

no idea if there's anything that compared them

#

decorative mushrooms, ferns, different grapes.. there's been so many changes

wicked pecan
#

yeah those list are ok but i was looking for comparing tables but yeah thanks for those πŸ™‚

#

or even tree like ingame bilboard has some clues on it or maybe i should try them all πŸ˜„

woeful sun
#

The grapes were only for visual differences (of the plant), both made the same grape juice,

heavy lodge
woeful sun
#

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.

sullen cape
bitter storm
wicked pecan
#

is there really observation deck at u 7 and i just cant find it or is it left from previous versions?

radiant arch
#

the ballon zipline

wicked pecan
#

how in the h i missed that gone thru all menus multiple times πŸ˜„ i think i should install that search mod πŸ˜„

radiant arch
radiant arch
# bitter storm When did this mod become WBO compatible

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

shell fiber
#

oh, wait, that is one of his compilation videos, not a new playthrough πŸ˜…

heavy lodge
#

Sure, only the funniest moments in .

radiant arch
#

seasonal change happens.. just not yet exactly as intended (visuals are temporary)

bitter storm
shell fiber
#

in the meantime an old friend is pointing its nose back

#

hopefully less broken than before

shell fiber
#

is it like [If cycle nb > 20 apply this]

bitter storm
shell fiber
#

it's a water mover, brings water from back to front

bitter storm
shell fiber
#

but with zero gain in elevation

#

and consumes power

#

so kind of a worse sluice ?

bitter storm
shell fiber
#

since it's a water mover, it can intrinsically filter out bad water, to my dismay

shell fiber
bitter storm
shell fiber
#

my old build said 200 hp for 0.15 cms

bitter storm
#

Will it be more output than water cannon? (Not asking about cost of power)

shell fiber
#

the point is to be able to build a dam, that still allows a bit of water through

bitter storm
shell fiber
#

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

radiant arch
# shell fiber how is this working ?

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

bitter storm
bitter storm
shell fiber
#

let me check

#

oh, well, cannon is also 0.15 cms for 200 hp πŸ˜…

bitter storm
#

If more is needed, increase no of sluice houses

bitter storm
rapid trench
bitter storm
shell fiber
#

will be limited to the elevation of the output

radiant arch
#

that's plenty useful actually

bitter storm
radiant arch
#

can keep a lake / river filled up be low the reservoir, but not overflowing during drought

shell fiber
# shell fiber no

specifically it's not an actual pipe so pressure cannot be carried over

bitter storm
shell fiber
rapid trench
shell fiber
#

because it was intended as a drain, like in your sink, sort of

shell fiber
bitter storm
shell fiber
#

i had to abuse some mechanics to make it work then, that had unwanted consequences

shell fiber
bitter storm
bitter storm
radiant arch
#

my brain's all prefabs and textures rn, sorry

radiant arch
#

not really sure anything more mighty wouldn't break balance again i guess

shell fiber
bitter storm
shell fiber
#

and well, this building is ultimately sort of unnecessary, since it could very well be replaced with a water cannon for the same effect

shell fiber
#

it's just more flavorful and less of a hassle than going in your reservoir to build the cannon in the middle of it

radiant arch
#

oh, wait.. cannons can be drowned?

shell fiber
#

the cannons can actually shoot water up

#

i...think ?

radiant arch
#

never thought of it^^

shell fiber
#

seems like they're utterly unbothered

bitter storm
shell fiber
#

right now the building seems to be functionnal πŸ€”

rapid trench
#

it'd be more flexible than a canon imo

radiant arch
rapid trench
#

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

shell fiber
#

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 πŸ€”

bitter storm
rapid trench
#

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)

radiant arch
rapid trench
#

? I thought the small nuclear reactor just blocks the badwater sources, without allowing you to extract from them?

radiant arch
rapid trench
#

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?

radiant arch
#

sounds nasty somehow ^^

#

hooman red (frosty) soda?

rapid trench
radiant arch
#

that kitchen is the sole reason i make bots now πŸ™‚

rapid trench
#

actually, let's add a bit of used nuclear waste as fuel ^^

radiant arch
#

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 πŸ™‚

radiant arch
#

getting close to visible seasons i guess.
performance next, some UI indicator and than seasonal effects.. slow going, but progress

hidden dome
#

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 πŸ˜–
Can someone share me the mod file from another host? πŸ™ Thank you in advance πŸ™

radiant arch
#

more work to download and manage the dependencies maybe (was there a mod that did that?)

bitter storm
radiant arch
#

went for very obvious visuals for testing

hidden dome
#

Is that the full Whitepaws faction or an addon to it actually?

radiant arch
#

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)

hidden dome
#

Thanks you so much, now getting in the rabit hole of installation 🀣

radiant arch
#

hope you have a good time with it!

cloud flax
spiral sigil
spring heath
#

but also, look who's reflecting reality :D

heavy spruce
# shell fiber so kind of a worse sluice ?

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.

bitter storm
sullen cape
#

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 πŸ˜‚

shell fiber
shell fiber
shell fiber
#

although... that entrance in the gunk seems very sub-optimal...

#

also sorry for the stray bullet at anti-nuclear activists in the flavor text πŸ€πŸ˜…

radiant arch
rapid trench
#

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)

shell fiber
#

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 ShrugFT

#

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

radiant arch
#

awesome idea!

#

now anything sequoia is tradable πŸ™‚

#

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

shell fiber
#

yeah but it's still really wasteful

#

i'll still increase the reciepe time by 50% see what happens

radiant arch
#

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 πŸ™‚

cloud flax
#

Wait giant logs are tradable now??

#

What are the current recepies for the balloons?

#

Or is it a planned addition

radiant arch
#

giant logs are tradeable since the rebalancing i thought?

cloud flax
#

Damnnn I hadn't checked. Was busy with a fashion show

#

But glad it's there now!!!

shell fiber
#

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

sullen cape
shell fiber
#

how does that look ? is there something big i forgot ? (it's not meant to be extensive)

radiant arch
#

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

sullen cape
shell fiber
sullen cape
#

I might not be able to on this big damn map

shell fiber
#

maybe i'd need a new background image, this one is old and show many buildings that have either disappeared or heavily changed πŸ€”

shell fiber
sullen cape
#

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?

rapid trench
sullen cape
#

Let me find it

#

On Steam, it's incredible

#

You'd need ladders or Tubeway to play it

shell fiber
shell fiber
radiant arch
radiant arch
sullen cape
#

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 πŸ˜‚

radiant arch
#

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.

radiant arch
rapid trench
shell fiber
sullen cape
#

Does the medical centre need more roof clearance? Not too hard to fix at least πŸ˜…

shell fiber
sullen cape
#

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 🀣
That's a lot of dirt if I want to patch up my mistake πŸ˜‚
Oh well

shell fiber
#

i'll add lights under the aqueducts and mega platforms and then try to push an update πŸ™‚

#

(tomorrow most likely)

spring heath
hidden dome
#

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.

radiant arch
#

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

hidden dome
#

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?

radiant arch
#

that's the only version on linux, yep

hidden dome
#

Okey, thanks, then I will try to be patient or try the experimental build if it does not break it more 🀣

radiant arch
#

@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^^)

shell fiber
shell fiber
#

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 πŸ˜‰

heavy spruce
heavy spruce
# shell fiber recent change

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?

heavy spruce
sullen cape
heavy spruce
#

im down to less than 1fps already😒 , 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...

stiff lily
#

I love catching up on this thread once a week to see all the ideas πŸ˜„

#

@shell fiber Are you aiming for any particular goal for U7 to be "feature complete"?

shell fiber
#

i was thinking maybe that can replace the underground cold storage since with 3D terrain "undergroud" can really lose its meaning πŸ€”

#

but it is still stlightly... horrible

shell fiber
shell fiber
radiant arch
shell fiber
shell fiber
#

okay, enough for today, i have a stray cat to catch, bring to the vet, get groomed, and then take back home 😊

arctic olive
#

Is the concept of whitepaws still the same as in the beginning that the population grows with every building you place ?

spring heath
#

beaver stuck on rope at bamboo

radiant arch
#

it's a death trap πŸ™‚

#

ropes should really mention to never mark the tile below for cutting..

spring heath
#

is there a way to get them out? can the (in this case) bamboo be safely removed by builders?

radiant arch
#

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

spring heath
#

poor thing just wanted to spend their last moments relaxing with their friends... only to die at the doorstep

radiant arch
#

so close 😒

spring heath
#

lapan I believe the abyss ore has the wrong icon? it used to be a drill bit I think

shell fiber
shell fiber
#

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 πŸ˜‘

#

anyway, it's a good kitty, doesn't scratch, doesn't bite, always looking for pets 😻

#

but let's get back to modding, we're here for giant anthropomorphic beavers, not kitties πŸ˜…

shell fiber
#

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

shell fiber
cloud flax
spring heath
#

new clinic sounds great! and kitty is a handsome gentleman 😺

#

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)

summer patio
#

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

radiant arch
#

the special one with the cushion

#

works for anvil and pots and such too

summer patio
#

oo ty πŸ™‚

summer patio
#

is there any reason the haulers wouldn't be able to get to the florist?

radiant arch
#

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

summer patio
#

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

stiff flint
#

the correct number of haulers is however many you think will be enough +10

bitter storm
# shell fiber

Will power production be reduced now since you can also choose to produce badwater?
Maybe to 2500 from 3000?

summer patio
#

ok πŸ™ 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?

iron wind
stiff flint
#

On that building the power port is in the upper left of the back side

summer patio
#

oh that is super weird! thank you

bitter storm
scenic glacier
#

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?

radiant arch
#

there's bobingabouts housing optimizer as 'required' dependency, which should make beavers move close to their working place

scenic glacier
#

Awesome

summer patio
#

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

rapid trench
#

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)

sullen cape
summer patio
#

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

radiant arch
#

into the abyss with it !

#

goes on that weird thing ('ruins') other factions extract iron from

summer patio
#

omg lol DUH thank you

scenic glacier
#

Is there a plan for something like the zip lines or tube ways for the white paws?

radiant arch
#

how do you mean that? @scenic glacier

#

there's ziplines already

scenic glacier
#

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

radiant arch
#

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

scenic glacier
#

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.

sullen cape
summer patio
#

what scaling problem.. 🀣

#

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 πŸ˜…

shell fiber
bitter storm
shell fiber
radiant arch
shell fiber
#

the three golden pipes are toward the back actually, seems fine. but it's one Z-level too low i think πŸ€”

radiant arch
#

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.

radiant arch
#

... 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..

shell fiber
#

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 πŸ˜‘

#

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

radiant arch
#

does provide the code to add more weather types and make them configurable from json files though

shell fiber
#

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 πŸ€”

radiant arch
#

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

heavy spruce
# shell fiber

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)
Timberborn.BlueprintSystem.BasicDeserializer.Deserialize (Timberborn.SerializationSystem.SerializedObject serializedObject, System.Type type) (at <37f0665f47ed46698806da910139dff9>:0)
Timberborn.BlueprintSystem.BlueprintDeserializer.DeserializeSpec (System.String specProperty, Timberborn.SerializationSystem.SerializedObject serializedObject) (at <37f0665f47ed46698806da910139dff9>:0)
#
Timberborn.BlueprintSystem.BlueprintDeserializer+<DeserializeSpecs>d__8.MoveNext () (at <37f0665f47ed46698806da910139dff9>:0)
Timberborn.BlueprintSystem.Blueprint.CopySpecs (System.Collections.Generic.IEnumerable`1[T] specsToCopy, Timberborn.BlueprintSystem.ComponentSpec specToIgnore, Timberborn.BlueprintSystem.ComponentSpec specToAdd) (at <37f0665f47ed46698806da910139dff9>:0)
Timberborn.BlueprintSystem.Blueprint..ctor (System.Collections.Generic.IEnumerable`1[T] specs, System.Collections.Generic.Dictionary`2[TKey,TValue] children) (at <37f0665f47ed46698806da910139dff9>:0)
Timberborn.BlueprintSystem.BlueprintDeserializer.Deserialize (Timberborn.SerializationSystem.SerializedObject serializedObject) (at <37f0665f47ed46698806da910139dff9>:0)
Timberborn.BlueprintSystem.SpecService.DeserializeBlueprint (System.Linq.IGrouping`2[TKey,TElement] jsons) (at <37f0665f47ed46698806da910139dff9>:0)
Timberborn.BlueprintSystem.SpecService+<>c__DisplayClass8_0.<Load>b__0 () (at <37f0665f47ed46698806da910139dff9>:0)
System.Lazy`1[T].ViaFactory (System.Threading.LazyThreadSafetyMode mode) (at <59bd7c40c082431db25e1e728ab62789>:0)
System.Lazy`1[T].ExecutionAndPublication (System.LazyHelper executionAndPublication, System.Boolean useDefaultConstructor) (at <59bd7c40c082431db25e1e728ab62789>:0)
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)

radiant arch
#

do you have latest version of mod and lapans texture pack?

heavy spruce
#

Yes, I just updated.

radiant arch
#

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

heavy spruce
#

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

shell fiber
shell fiber
radiant arch
#

so disabling the unwanted part likely is easier

shell fiber
#

to be honest, i don't think we need much of an UI πŸ€”

#

what would we do with it ?

#

i guess maybe keep the option to disable badtides ? since some people really hate them πŸ€”

radiant arch
# shell fiber what would we do with it ?

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

radiant arch
#

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

shell fiber
#

i'll probably add some billboards too πŸ˜‰

shell fiber
#

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

radiant arch
#

pretty sure

#

more likely he would add features too

shell fiber
#

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 ?
radiant arch
#

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)

cloud flax
#

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

radiant arch
#

planting wood burners in the middle of the forest to counter winter? (not serious πŸ˜‰ )

#

just realising my idea to patch colours and greyscale not works that easily πŸ™
silly unity..

#

well.. off to the backlog with it and more important things to work on.. SadFT

cloud flax
#

Irrigation towers with warm water recipies?

radiant arch
#

how about suffering the cold and bare and have enough stocked up for a season? πŸ˜‰

#

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

shell fiber
#

sorry i got interrupted

lone tapir
#

How is it Β΄possible to put a clockwork farm on top on another?

#

Im playing version 7

shell fiber
#

i don't have a picture on hand

shell fiber
lone tapir
shell fiber
#

it's in the platform sub menu i believe

lone tapir
shell fiber
lone tapir
shell fiber
shell fiber
lone tapir
shell fiber
#

also, you can extend the giant pillars, in case you hadn't noticed

lone tapir
#

Like this?

shell fiber
#

yep, that's the idea πŸ™‚

radiant arch
#

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.

#

?

shell fiber
#

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

radiant arch
#

looks rather meek to me. personally associated monsoon with autumn, and summer with dry only

rapid trench
shell fiber
#

monsoon seems to be more a summer thing to me, but that doesn't really happen in europe anyway

shell fiber
#

it would require testing

#

if you have a dam that is close to the water output, it might be sort of fine

radiant arch
#

maybe on the backlog something like random rain/ badrain days was an option.. much later..

shell fiber
#

if you're far down river, that's just a badtide no ?

shell fiber
#

could be an option, i have no preference

radiant arch
#

well, or only within certain season

shell fiber
#

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

#

πŸ€”

#

hmm

#

that's actually quite a good idea

radiant arch
#

spring, autumn.. winter rain (snow) could reduce effects of slowed growth..

#

i wonder if this will need many iterations of testing πŸ˜…

shell fiber
#

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 ?πŸ€”

#

so drought / monsoon / droughts is not an unbelievable pattern πŸ€”

radiant arch
#

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..

shell fiber
#

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

radiant arch
#

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

wary panther
#

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

radiant arch
#

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

lone tapir
shell fiber
shell fiber
radiant arch
#

why not..

shell fiber
#

I should say "if it's not too complicated" then πŸ˜…

radiant arch
#

oh, nothing wrong with having a backlog of fun ideas

scenic glacier
shell fiber
#

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 πŸ€”

radiant arch
#

should be an easy enough option to add for you to play with

scenic glacier
#

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..

radiant arch
#

something medium or bigger i suppose.. lemon canyon is fun, but not too easy i guess..
disabling badtides might help for first game too.

scenic glacier
shell fiber
#

but any kind of easy map is also fine i think

scenic glacier
#

Ah. Your magic is in insanity, not maps. Lol

shell fiber
#

i think waterfalls is fine

scenic glacier
#

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

shell fiber
#

thanks πŸ™‚

scenic glacier
#

Adds complexity (albeit frustratingly) to a game that can be played casually even on harder modes.

shell fiber
#

i got bored of the base game very fast personnally, although that was back in U3/U4

scenic glacier
#

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.

shell fiber
scenic glacier
#

When I worked nights

shell fiber
scenic glacier
#

Also remembering all the different buildings and what should be used and when πŸ˜›

#

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... πŸ˜›

shell fiber
#

well, what i've seen is that many people have radically different playstyles πŸ˜…

#

personnally i like to expand farmland a lot

radiant arch
#

.. well, i can only play on very small maps.. so.. gravity is my friend πŸ™‚

shell fiber
#

@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 πŸ€”

#

ah, uh, right, if i understand correctly, the game always alternate between "good" seasons and "bad" seasons right ?

radiant arch
#

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

scenic glacier
radiant arch
#

performance, yeah..

scenic glacier
#

Ouch

radiant arch
scenic glacier
#

What do the variables T D and B stand for?

radiant arch
#

default weather: temperate, drought and badtide (the ones you can edit duration for when starting a game)

scenic glacier
#

Gotcha. Yea, realized that just after I sent that

#

My brain first went to time day and then thought "bad tide".. ooooh right.."

radiant arch
#

guess for demonstration could double the hunger during winter πŸ™‚

scenic glacier
#

Burn more calories trying to keep yourself warm

shell fiber
#

maybe not doubling, but that's an idea

#

although if crop growth speed it already lowered, that can be a bit harsh

scenic glacier
#

Emphasis on stocking up for the winter

#

JC generally did have a metric f ton of rice balls XD

radiant arch
#

can't remember when i even made those ThinkingFT

scenic glacier
#

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"

shell fiber
#

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

scenic glacier
#

"that's not a mountain... That's just the food storage"

shell fiber
radiant arch
#

i envy big map options.. .

scenic glacier
#

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.

scenic glacier
cloud flax
cloud flax
#

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?

radiant arch
#

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?

cloud flax
#

Big bad water pump can't pump from mixed water

radiant arch
#

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..

rapid trench
# shell fiber if you're far down river, that's just a badtide no ?

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

radiant arch
#

so as long as you got a pump running it's safe? (or cannon a slow circular flow?)

rapid trench
#

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)

scenic glacier
#

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

radiant arch
#

you might want to test whitepaws ziplines πŸ˜‰

scenic glacier
#

So I thought I'd throw the idea out there

radiant arch
#

not sure it's possible to have tubes and ziplines at the same time tbh

scenic glacier
# radiant arch you might want to test whitepaws ziplines πŸ˜‰

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

radiant arch
#

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?

scenic glacier
#

Ah gotcha

radiant arch
#

or it was just me getting random issues when trying to add portals

scenic glacier
#

Well, things always get complicated when you start thinking in portals

radiant arch
#

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..

scenic glacier
#

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

radiant arch
#

not too much though. just wanted to demonstrate the concept and make floating islands that can't be reached otherwise (early on at least)

scenic glacier
#

Nice

shell fiber
shell fiber
shell fiber
scenic glacier
summer patio
#

What is a β€œSmall Tower”?

wary panther
rapid trench
wary panther
#

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

summer patio
rare ferry
#

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.

cloud flax
wary panther
#

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?

wary panther
#

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...

shell fiber
shell fiber
# rare ferry

is there a terrain block immediately above the output ?

wary panther
#

Ah, so they do. Foreign aid for the poor suffering whitepaws, I guess

shell fiber
#

yes, but those cost science

#

it doesn't display properly though

wary panther
#

Sorry, I thought it was just the flavor text, implemented backwards

shell fiber
#

no no you're right in thinking that, the description is misleading

wary panther
#

(but funny)

shell fiber
wary panther
#

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

shell fiber
#

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 πŸ€”

#

oh, maybe this was an emergency fix regarding that ?

#

well... apparently no...

#

guess i'll restore the reciepe and see what happens

cloud flax
shell fiber
#

ah, yeah, someone said that the fast reciepes from the seamstress were unnecessary

cloud flax
#

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

radiant arch
#

@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%?

shell fiber
shell fiber
radiant arch
#

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!

knotty orchid
#

can i ask what is "triangle roof"?

radiant arch
#

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^^

knotty orchid
#

thanks a lot, I’ve been figuring it out for an hour.

scenic glacier
#

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

radiant arch
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it's good to play it on slow for a while

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and pause to plan things out

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now this is looking better i think. kinda like doing these small adjustments after tiresome code dives πŸ™‚

shell fiber
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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 πŸ€”
it's just a matter of duplicating some lines of code right ?

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someone is comming back πŸ˜‰
this one with a +1 WB if you can live with its constant tauntingπŸ˜…

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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

radiant arch
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placeholders. want it to kinda look fun if i have to load it hundreds of times for testing

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also might keep it for other factions if it works out okay

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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.

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would love to have fallen leaves for autumn. or small flowers for spring

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but that's visually very demanding so i might not manage to do those

shell fiber
radiant arch
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eye power πŸ˜…

sullen cape
wary panther
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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...

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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...

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And a question: have brambles always been aquatic and I just didn't realize?

heavy lodge
wary panther
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yeah, but not for water beavers

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who have their own aqueduct (made with the giant half logs)

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and lapan has not wanted to give them sluice

heavy lodge
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I don't want to fight with Lapan, so ....

wary panther
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or is some of water extension whitepaws compatible now?

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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

scenic glacier
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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.

shell fiber
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sluices are just too powerful and too convenient, and are also completely hard-coded so i can't do what i want with them.

wary panther
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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

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sides can't be different than the ends

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oh well then

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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.

heavy spruce
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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)
radiant arch
shell fiber
shell fiber
radiant arch
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should have expected it, but 2'000 days to dry-kill brambles during winter is huge haha

heavy lodge
sullen cape
wary panther
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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.

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because the new golden sequoias present a very dense overlapping canopy if you're trying to see underneath it

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very neat from above, though

shell fiber
sullen cape
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Oh okay, I'll see what I can do with the Dam Drain house
It's still 0.15cms?

radiant arch
# shell fiber

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?

shell fiber
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this one ?

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i'll try to add "check the billboard for help" to the upgrades description

wicked pecan
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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.

radiant arch
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adding an image to the description would seem easier

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actually making a spec just for the description wouldn't be any difficult πŸ€”

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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?

wicked pecan
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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.

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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 πŸ™‚

radiant arch
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pipette tool?

radiant arch
# radiant arch should i put something like that to the backlog? allowing to add extra-descripti...

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..

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but not sure this is helpful or just too much

shell fiber
shell fiber
radiant arch
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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?

lone tapir
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Im playing U7, and have rofftop terrances in my well being list, but can build them, or are they hiding?

radiant arch
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it's the kitchen with the terrace

lone tapir
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Okay, thanks...

shell fiber
shell fiber
wicked pecan
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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) πŸ˜„

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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

radiant arch
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certainly a fair point to have minimalistic/ intuitive solutions to those

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pretty sure many walls been stained this way^^

wicked pecan
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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

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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

radiant arch
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there should be different mods that do this. would assume one of the timprove ui mods does too?

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at least expose the 30x

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i can rarely run it on 3x myself, so wouldn't know

shell fiber
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i rarely ever need to go faster than 3x speed tbh

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if you do, then you're probably forgetting to check on a bunch of thingsπŸ€”

wicked pecan
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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.

wicked pecan
# shell fiber i rarely ever need to go faster than 3x speed tbh

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

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:Dand 30x really shows u ur weakpoints of chains πŸ˜„