#Water Beaver Overhaul

1 messages Β· Page 55 of 1

cloud flax
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Got a lot more things to curse about and lot more complex recipies

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Tbh after playing whitepaws ... I just can't go back to Vanilla 🫣

abstract vector
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All three modded factions are head and shoulders above the vanilla ones TBH

cloud flax
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True. Yet to play emberpelts or leafcoats but have watched their gameplay and they as well seem really good

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But WBO for sure has the most breadth and depth

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#whitePAWsupremacy

stone spruce
shell fiber
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welcome back 😊
i'm working on version 1.0 but recently time is scarce

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oh, thanks, i hadn't noticed the update yet, i'll go fix the small mods asap

shell fiber
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Holy cow ! this is neat !

sullen cape
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I was gonna post this
Hmm if I don't collect waste rock from destroying tunnels it deletes itself, I swear I didn't cheat πŸ˜‚

shell fiber
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hurray ! hurray !

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the tutorial is blueprint-ified 😊

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or seems like it

shell fiber
abstract vector
stone spruce
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Thank you πŸ™‚

sullen cape
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So I am a maniac 🀣
Context: The mine/abyss is buried deep underground, but I still wanted ziplines to get my beavers there and back quickly
The roof is very shallow, everything you see here is in a cave system

woeful sun
cloud flax
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My parade of balloons

cloud flax
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Finally done this long awaited project!! how much do you think it might be generating?

shell fiber
shell fiber
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whelp, thanks to the karyotyping microscope not working correctly, i probably have some modding time today$

cloud flax
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Gotta say it's one of the more troublesome recipie

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If you de get into messing with assets, can you fix the hitbox for gravity batteries

shell fiber
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doesn't it work to just have one guy scouting forever, so you have plenty of exploration maps when you need them ? at least that was the intent πŸ€”

cloud flax
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Oh I just want to fill up my storage... So need 300*100 exploration points

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I have like 80 pilots license done till now iirc

cloud flax
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Btw would it be considered cheating if I put all those buildings that don't require workers to operate but still act as houses in a separate district and just put bot haulers there

shell fiber
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at the point you're at... meh, i doesn't matter anymore does it ?

cloud flax
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Naaah not really. But helps with performance

sullen cape
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Maybe if it was a dam it would be "cheating"

cloud flax
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I was thinking of doing that 🫣

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But I didn't!!

cloud flax
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What is the water tolerance level for bamboo XD

cloud flax
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Removed my Storage towers and made them into more flat nice grid

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Industrial District storage and added new drills

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Moved All clock work towers away from main city to the edge. can appreciate them much better like this and city as well looks much better

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remenants of the old clockwork towers and the last storage tower yet to be decided where it is to be placed

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And finally more water wheels!!!!

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Converted the ever blossoms tree farm to pine trees and added another bamboo farm. You can just never have enough of it....

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This looks sooo good LoveFT

shell fiber
cloud flax
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Looks like my reservoir was just the right depth HappyFT

shell fiber
cloud flax
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It's a stadium i had made

shell fiber
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oh, i see πŸ˜…

cloud flax
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This stadium

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This was after i actually built it. Can see the statue of dunking

true bridge
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Stupid question, are White Paws and water beavers the same thing?

woeful sun
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Yes

lucid flame
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I'm confused how people are playing this faction. I look daily on steam but it's only U6 & U7 but they crash. Is there another way to play?

woeful sun
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People are playing on U6 and U7, there's no V1.0 for this faction yet

lucid flame
sullen cape
lucid flame
sullen cape
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So the last update before Update 7 was 4.3.7

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In the download section on the right of the page, you'll want to click on "View 124 (or more) versions, and scroll down until you find 4.3.7

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Now, Water beavers has a lot of other mods that need to be installed as well as Waterbeavers

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The mods are:

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TimberAPI
2-tall small storage+
Logstairs
Billboards
More Groups
I can't remember if U6 needs Harmony or not
Lapantouflemagic's Texture Pack

I'm not sure if the older versions are needed here or not, I think most of them work with U6 but feel free to correct me

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Have you worked with files and folders that have been "zipped" or compressed before?

lucid flame
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I know I downloaded mods from mod.io before mods were available on steam. It's been awhile and I never manually downloaded mods before. Do they need to be in a certain folder?

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I downloaded the 4.3.7 and it's currently in my downloads folder.

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I downloaded all the Dependency mods as well

cloud flax
sullen cape
sullen cape
lucid flame
radiant arch
lucid flame
lucid flame
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Thank you everyone for your help, unfortunately, I could not get it to work. Not sure, but it said I was missing TimberCommons, I downloaded it and it kept giving me the same error. I tried multiple times, but it just kept crashing. I'll just wait until it's available on Steam. But I do appreciate everyone that pitched me a solution and directions.

woeful sun
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Which version did you use?

sullen cape
sullen cape
shell fiber
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i'm getting reasonnably close to a prototype release for 1.0, there's still a couple of things to hack at but i'm steadily progressing

shell fiber
spring heath
shell fiber
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made a long-overdue improvement to the aquifer upgrade πŸ™‚

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also, it now uses the water seep limiter, so it won't fill above 0.6

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which is enough to be blocked by a primitive dam

lucid flame
lucid flame
# woeful sun Which version did you use?

From the above instructions, I downloaded 4.3.7 version, and I was able to get it to pop up as an option to play, but the select button wasn't highlighted. I will try again, this mod makes playing so much more fun and challenging.

shell fiber
lucid flame
lucid flame
spring heath
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progress! someone in here cleverer than me can probably decipher your error log if you send it

shell fiber
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enough for today for me

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i've loaded pretty much every building except the fences that are kind of fiddly

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and the power shafts that i couldn't get to work yet

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i need to solve some visual bug on the abyssal nuclear reactor

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and then...

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the plants πŸ˜“

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uuugh 😫

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anyway, GN !

spring heath
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gn!

true bridge
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Gn. Looking forward for the v1 update.

sullen cape
shell fiber
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aah, unless...

shell fiber
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yep, that worked, the "occupy all below" box works just fine πŸ™‚

shell fiber
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ugh

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at last

shell fiber
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For the record I don't think I'll be able to push a v1.0 update before the new year.

At best I could possibly get a prototype sort of functional but I have to solve the new issue with buildings now flooding if the doorstep is wet (used to be the door)
And then there is the new buildings to poke at (steam vent, proper aquifer drill, science relics)

I'll be on a Christmas trip starting next week so no modding in sight for almost 3 weeks

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Oh and if possible I want to make a proper tutorial but with a bit of luck I can do that purely with specs so I might stuff the data in my tablet and do it when I have nothing to do.

stone spruce
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We appreciate you working on it at all πŸ™‚

lucid flame
sullen cape
shell fiber
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actually the plants may be not as obtuse as i feared

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or rather, the wiggle map seems optionnal

sullen cape
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I don't think cabbages need to wiggle? That's a weird mental image 🀣

woeful sun
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yea, wiggles are optional,

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They were discussed here: #πŸ€–mod-creators message

shell fiber
shell fiber
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okay, i think we have everything...

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except the wonder πŸ˜‘

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and the new assets of course

cloud flax
cloud flax
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750 kg???

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oooh its the ranged district crossing bonus!!!

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but it only has the capacity for like 30... does it ever get fully utilised???

radiant arch
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unlikely to get to 750..

cloud flax
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could be one of the achievements tbh...

viscid jacinth
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Wow, those pines are pretty.

cloud flax
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Got another bot only District for my clock work farms and just storing extra liquids so that i dont have to worry about the population boom πŸ™ˆ

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All under this mountain, hidden from prying eyes

shell fiber
shell fiber
cloud flax
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Is battery part of the generator??

shell fiber
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It's really a clone of the ft one with a custom model

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I think I'll eventually add a better one, but for those maps where this is your only source of power (no shaming wheel in this faction) I needed something that is not science locked

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It still needs one gear so that's for after you've rebuild the DC

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Ah also since the builder hubs can now store junk, I think the glorious storages should have a decorative aura again πŸ€”

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Since early on, there is really no reason to build those anymore

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I might also increase the storage cap and science lock them then πŸ€”

cloud flax
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Would I be easily able to have store 1000s of anvils soon 🫣

cloud flax
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Also you likely tagged the wrong guy in chat i think πŸ˜…

stone spruce
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I had noticed that XD

shell fiber
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suggestions ?

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i really had eyeballed this stystem in quite a sloppy way

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but now instead of giving whatever probability to each effect, i have to fit them in likelyhood categories

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but i should be able to add custom ones (constant, rare, frequent, exceptionnal)

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right now i feel there is way too many small injuries

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and waaay not enough diseases

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also, don't get fooled by the apparently low percentage, since it's on an hourly basis, 2% chance is going to be rolled 16 times on a 16h work day

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(assuming 100% work efficiency)

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so that means the likely hood of not getting hit with something is 0.98^16

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so "only" 72% chance of finishing the day unhurt

stone spruce
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The gnawing tent, possibly down to Low. It's early game and chewing wood is basically what a beaver is built to do. The bucket, possibly mild chance of disease? It's kinda gross stuff -- who knows what kinda crap is growing in there. Everything else I've no thoughts on

shell fiber
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hmm... yeah but broken teeth is also trivial to heal πŸ€”

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in terms of diseases, the only thing i can see as arguably capable of causing disease is all the dust inducing stuff πŸ€” like the sawmills and factory

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in addition to the mines of course

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oh, speaking of which, i completely forgot about the abyss stuff

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oh well

cloud flax
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Also firefly grooming station should be prone... They might as well get maimed if they get too close to the firefly

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Trader beavers will also be exposed to tons of exotic diseases

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Alchemist inhaling all the fumes

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Lumberjacks, tappers shack, harvesters office for broken teeth

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Not sure how the numbers are working btw...

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Also maybe haulers builders, exercise plaza may add to filth from all the sweat?? Or would it be too much?

shell fiber
shell fiber
shell fiber
woeful sun
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Should be correctly spelled as IN'ALIN' 'ATMAKIN' CHEMICALS (ref)

shell fiber
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before

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after 😈

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i also reduced the science points provided to 50/250/1000 instead of 200/800/3000

woeful sun
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oh, dear, those look appropriately cursed.

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Is there a risk of getting injured/sick/infected when collecting them? (It looks like there should be)

shell fiber
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you probably shouldn't tell your beaver to collect the big one, or you surely shouldn't forget about it πŸ˜…

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right now it makes them contaminated

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although the material is glowing too hard because i still havent rebuild the ressource pack

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the lighting is different from U7 so everything is very glowy

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and i'm missing the dirt/mud junk under the items but that's an issue for later

shell fiber
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i shouldn't forget that

shell fiber
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well, since i made lots of progress in far less time than i though, i'll probably be pushing a prototype update today πŸ™‚

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it should be fairly complete, save for all the stuff i forgot about

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reassuring isn't it ?

true bridge
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Love to see it. How can I help with tests?

shell fiber
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i'm uploading an apparently functionnal verision right now

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you can just try it and report things that apparently don't work, are weird, crash or just anything abnormal πŸ‘

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but keep in mind i won't be able to fix anything anytime soon

true bridge
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No worries. Is it available on mod.io?

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Btw, I don’t have experience with modding, but I have plenty with C#. if there is something I can help you, lmk.

shell fiber
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thank you 😊
but this mod is for the most part script-free, at least in its current state, and @radiant arch already made the few scripts is needed

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okay, the mod is uploaded to Mod.io (not steam yet)

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but for some reason @tawdry bronze 's mod updates monitor doesn't see it πŸ€”

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you need to go on the right and click 'view other versions' and select 6.0.0

tawdry bronze
shell fiber
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i left it live for a while but i hid it

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but my logstairs and 1x1x2 storages are live, and the thing doesn't see them either πŸ€”

shell fiber
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i'm uploading the mod on steam just to get it out of the way, but i'll keep it private for now

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i'll post the link here though, if that can help people deal with installing it

shell fiber
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link to the steam page of the mod :

woeful sun
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not visible πŸ˜•

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and now I've "made too many requests recently" πŸ™

shell fiber
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Maybe steam hasn't finished validating the file or something πŸ€”

woeful sun
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it's happening on random discussion and change note urls too though

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The description pages load fine though

cloud flax
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Can't see it either it seems

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Btw might wanna update the tech tree?

woeful sun
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for 1.0? yea, I haven't downloaded the update yet.

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My script already has 4 different exceptions for loading blueprints, because it cares about the filename and I haven't updated it yet to not.

woeful sun
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and it doesn't support ModdableToolGroups, so half the stuff is missing πŸ˜•

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but I got enough to work to know that translations are missing for WoodenStairs, NEWEngine and Trebuchet recipe KABOOM πŸ™‚

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The NeedSpec for hunger and thirst specify an integer for StartingValue, when the type is a float, so I had an assert that complained

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also confusingly the product of the ClockWorkController recipe is ClockworkWaterFarmBlueprint (which is a BackwardCompatibleId, not the main Id)

woeful sun
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now to figure out why it doesn't show any plants

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ahh, no plants, because no planters

woeful sun
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mmm, maybe ModdableToolGroups is actually required

shell fiber
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Sorry, I took the opportunity to relabel some of the confusing stuff πŸ˜…

woeful sun
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yea, that's fine. This is the first time I'm dealing with the ModdableToolGroups specs

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so while I expect some things have changed, I don't expect all farm houses to be missing

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well, I got some tool groups in the right place now,

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still haven't figured why some are not showing at all

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ahh, there it is,

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filenames -- as expected

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PowerShaftHorizontalStraight has a weird NameLocKey

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probably you meant to change Icon and altered the wrong line

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similar for PowerShaftStraight.Whitepaws LabeledEntitySpec.DisplayNameLocKey which is set to Description

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(and should probably be DisplayName instead)

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and Roofs seem to require MoreGroups (otherwise the SubGroup_MGRoofs group is missing?)

woeful sun
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(really my code can't handle missing parent groups)

woeful sun
shell fiber
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Anyone having issues while playing yet ?

shell fiber
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New profile picture 😊

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(this time it's actually my cat 😺)

heavy lodge
shell fiber
shell fiber
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I might have to roll back the 1x1x2 storage mod in steam. People using it for the whitepaws cab still get the latest from mod.io

stone pond
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and yeah, Whiskerwood is on my list as well currently.

woeful sun
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Some how Discord Checkpoint decided my free Deco was a cat. No complaints here πŸ™‚

shell fiber
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i'm uploading the fix for the 1x1x2 storage mod

ivory flicker
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What does crushable building mean for the greenhouse

round kestrel
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speaking of greenhouse, is there an issue with U7 banana's? got them planted in the greenhouse but lumberjack flag wont gather them marked for cutting and nothings been cut for cycles.

shell fiber
shell fiber
round kestrel
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thank you ❀️

dusk compass
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I had that same issue a long time ago and there was nothing I could do except rebuild the greenhouses from scratch

ivory flicker
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Im confused about the abyss elevator, it has a power shaft connection here, but it doesnt want to

cloud flax
cloud flax
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Not sure what is happening here but seems like the district crossing is not recognizing the deep underground pile storage while importing and hence not able to import my logs....

shell fiber
cloud flax
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like its functioning if its in the same district

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and yes, the abyss module

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When did this happen??? πŸ™€

shell fiber
cloud flax
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Got it to carry whole 750kg!!!!

cloud flax
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Created my final Bamboo farm, waay out in corner so that it doesnt hide stuff right in center of my map. And it seems to be pretty efficient i feel

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And who doesnt love the Golden Sequoias Reaching the heavens

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The Hidden Armageddon army is getting built up πŸ‘€ (there are 2 more levels below this)

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The Liquid Storages almost all filled up and that pollution resistance factor glow be looking really sick!!!

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Another thing i dont think a lot of people might have seen πŸ‘€ .

woeful sun
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wooooah

ivory flicker
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Large farmhouse with zipline might be busted with the range

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I certainly wasnt expecting that farmhouse to be harvesting green peas

sullen cape
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Merry Christmas!

ivory flicker
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Playing on the ancient waterways, used like half the map, still transitioning industry area to badwater water wheels, also working on the ENS

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got badwater diversion on, the one in the center of the map i just let flow through as there are nothing of note

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Also did anyone ever mentioned how science is just food? implication being scientist are just beaver munchings

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Closer look at the area with power

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More power with badtides

west yarrow
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Is there a dam block like the first one you get where it blocks upto half a block?

woeful sun
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"Primitive Dam"?

west yarrow
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oh that doesnt block full height?

woeful sun
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correct, they're the same as a regular dam, just take up more space and require a blueprint

west yarrow
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only the floodgate needs a blueprint

woeful sun
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Dam!, you're right

west yarrow
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iv finally started metal fasteners and can dam this lil river

west yarrow
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oh... bad tides... tf am I going to do

radiant arch
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stockpile.. irrigate with "towers" and later divert them using floodgates / solid buildings and dams

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good luck

west yarrow
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Im on the new map

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best I could do is block it off over a bad tide but im not exactly sure how here

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or I just move all my farms away from that river

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where does barreled water come from?

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wot

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now making the rice fields so they can be welcomed to it

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except theres another bad tide...

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little early game area

west yarrow
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ohh the other coloured beavers are special ones

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just double checking does the library also work as a levee

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it doesnt say works as levee but then the billboard says if it looks like it would it does so lol

ivory flicker
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also this zipline is not optimal at all

ivory flicker
ivory flicker
west yarrow
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I cant remember the name

ivory flicker
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Pressure?

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Cant imagine this mod with unstable cores tbh

west yarrow
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uhh no, 2 secs

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Hollows

ivory flicker
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What water level does the dam upgrade let water through at? Is it basically like a levee?

abstract vector
ivory flicker
abstract vector
ivory flicker
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Thanks

radiant arch
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0.65 if it not changed. upgrade adds 1m to it

ivory flicker
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So i have no choice but to use a floodgate dam if i want higher than that, but lower than a full block

woeful sun
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Which shows Handicrafter's Lodge and Assembly Line

west yarrow
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thank you

west yarrow
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hmm the beavers done quench their thirst with chestnut beer alone...

west yarrow
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Im at the point atm where my space in my pit is running out, I need more wood, food ect and its slow lol just need some things built then ill have my first little dam

west yarrow
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I think im gona start again, so I can go into this thinking I know what im doing and turning off bad tides because I dont think im gona see any bad tide mitigation until WAY later

cloud flax
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Am not a guy who's into challenges much so works out nice and gives ample time

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You might as well check out maps from map contests! They are usually fun too!!

west yarrow
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the map im playing doesnt have much in terms of an easy way to mitigate badwater

cloud flax
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It's the lemon canyons or something right?

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Or you playing some other map?

west yarrow
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hollows

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although at the same time theres not many spots where you can set up a city dam without running into issues

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ima look through some maps to see if theres a fun one

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The pristine lake might be interesting

cloud flax
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Also this might help with the progression if you are newer to the faction

west yarrow
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Oh im fine so far on progression, got to a little into the first research before wanting to restart

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ok checking out pristine lake

woeful sun
west yarrow
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I started again in the contest winner for the largest map, the prestine lake, so much more space starting off and I can see good places for a dam town

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set badtide to start like cycle 20

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only issue is theres no springs

woeful sun
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If you're playing Waterbeavers, then you might as well play a nice map πŸ™‚

west yarrow
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yup

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this one also has some nice virticality to it

cloud flax
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They are worth the time for sureee

woeful sun
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Weird recipe in the Trade with the Emberpelts balloon: It's called Insect Larvae but it gets you Coal

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yea, BalloonCoal RecipeSpec has "DisplayLocKey": "Lapantouflemagic.InsectLarva.PluralDisplayName"

west yarrow
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would be cool if you could fully replace a need of water with one of the other liquids like the chestnut beer

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I wana roleplay dwarves

sullen cape
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I asked about this, it's some property of the item called "wasteable"
Water is considered waste able, or doesn't have a need that it fufills other than thirst

west yarrow
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when theres no water and only beer they will not drink it even when it says it quenches thirst

radiant arch
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otherwise they would drink all of the highest priority drink whenever they get thirsty

west yarrow
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ohhhhh ok

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also first dam at cycle 5 instead of still trying at like cycle 20 on the other map lol

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is smol but dam is dam

cloud flax
ivory flicker
woeful sun
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Dam good

west yarrow
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oh yeah actually knowing what to expect and on a better map definitly makes things easier

west yarrow
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can you store barreled water?

woeful sun
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I think the only use for barreled water is to make it quicker to transport between districts. So I'm not sure that it can be stored anywhere.

west yarrow
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ahh ok

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I was thinking I could barrel it then store it to store more than I can in my current storages

west yarrow
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I want to store water so I can store water

ivory flicker
woeful sun
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I think Drinking Fountain can convert it back to water

west yarrow
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yeah I thought the drinking fountain was just going to allow only drinking but I think my haulers were also emptying them

cloud flax
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Water made from the drinking fountain going back to make barrel water

west yarrow
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Yeah I realised that quickly

woeful sun
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and at a loss, because it takes 120 water in the Handicrafter Lodge (or 115 in the Assembly Line) and you only get back 100 at the Drinking Fountain.

west yarrow
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hold up the only source of plant fibers is the florist?

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Idk how I feel about that...

sullen cape
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You loose 10-15 water though, but uh well πŸ‘‰ πŸ‘ˆ

west yarrow
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Im starting to worry how many beavers I have

ivory flicker
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I thought its only for drinking

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Thats why i find lodges to be unnecessary, esp when u have ziplines as they are also houses

west yarrow
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ziplines my beloved

west yarrow
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having to think about how to use some of the buildings like the small bad water pump when you cant do a propper dam for it is interesting

west yarrow
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oh I just noticed triple and quadruple dynamite use 3 dynamite

west yarrow
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what do I do with the extra like 100 beavers I have with no jobs?

radiant arch
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looking at industries and scaling down population is another (later) option

west yarrow
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Im close to getting uh

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the assembly line

radiant arch
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that's a stage when you need more workers than you get new homes

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good to have those 100 i guess

west yarrow
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my total bed count is like 350

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I have 210 jobs

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I just made another dam and like 2/3 my pop just starved lol

radiant arch
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might get to 500 or so i'd say. hard to keep all needs with less than 350 soon

west yarrow
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I have so many farms...

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and pumps

radiant arch
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well-being?

west yarrow
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it was like 21

radiant arch
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pumps speed up with work speed

west yarrow
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Im having a slight food issue

radiant arch
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might help to see if you can go for better foods

west yarrow
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which is odd since they all died

radiant arch
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easy to run out of food at this stage tbh

west yarrow
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yeah I had like 2k excess while I was designing the dam then suddenly none lol

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ok well my wellbeing is going back up from 0 so I think its slowly fixing itself

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whats a good food around this time

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atm im just doing braised cabbage, rice balls and cereal bars

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and kimchi whenever its available

radiant arch
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chips

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trying for cheap drinks, like beer, sake, tea

west yarrow
radiant arch
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not sure rice balls give anything but emergency food

west yarrow
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I got sake and beer

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yeah but its there if they need it

radiant arch
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no big farm yet?

west yarrow
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im blueprinting it atm

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like 30%

radiant arch
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that's likely gonna help a lot with the population (they can farm much faster too and ziplines give huge area)

west yarrow
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hmm can only plant pumpkin and lotus tho

radiant arch
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yeah, but only need a single farm for planting where 3-4 workers needed to harvest before. can cover 3-4 such spots easily + lotus

west yarrow
#

ahh ok

radiant arch
#

you'd likely want much more sunflower too

west yarrow
#

ill prob swap out the cabbage spot I just made for pumpkins

#

yeah....

radiant arch
west yarrow
#

also I think I might save edit badtides out, I made them start at cycle 20 but with so many sources spread out dealing with them before they get to my dams is almost impossible

#

new dam area

#

WIP

#

main farm area

#

early industrial

#

starting area with tree farms

#

and so many pumps.....

#

hold up

#

I just realised deepwater pumps pump faster...

#

33% faster...

#

my industrial dam just needs its power storage tower finished then I might go through later and replace some things with more industry

#

also seems with the new dam I get like a day of extra power gen with the water draining out down to the dam level

#

ehh my dam drain house has spawned badwater??

radiant arch
west yarrow
#

yeah the dams 100% clean

#

it was on for a split second before the power went out and a bunch of badwater appeared

radiant arch
#

that's very odd

ivory flicker
#

I feel like im such a conservative player with the beavercount, im at argonomic farming with just ~200 beavers

west yarrow
#

I wanted to keep my pop smaller but everythings a house lol

ivory flicker
#

I only built like 1 lodge at the beginning for haulers, then nothing

#

All my dam buildings are industrial

west yarrow
#

a lot of my ones are storage besides the occasional industrial

#

I only do lodges when nothing else fits

#

but like storage and industrial also have housing so lol

ivory flicker
#

Yea bc everything is a house is why i dont build just houses

#

Haulers and builers are with the tower upgrades

west yarrow
#

yeah

#

I have minimal lodges and still like 100 extra pop lol

ivory flicker
#

Mines are good to absorb the extra pop

#

Clay pits

west yarrow
#

ohh yeah true I should prob work on getting medium mines up

ivory flicker
#

Iirc medium mine is like 10 workers with no housing

#

High temp foundery is 20 workers and no housing

west yarrow
#

atm its like im either researching or making dynamite

#

or tar

#

wait I can do the factory now

#

fk it we ball

ivory flicker
#

Well

#

U need medium mine to build the labware for more alchemist

west yarrow
#

yeah but a factory will allow me to make more things I need as well

#

I can make medium mines I just need the explosives to make the holes

ivory flicker
#

I hate making dynamite with that recipe, so i trade with the IT instead

#

Get rid of saltpeter and nitroglycerin

west yarrow
#

ahh rope

#

I havnt dont trading yet

ivory flicker
#

Its slow, but i just stockpile it before doinga terraforming job

west yarrow
#

ok first factory down

west yarrow
radiant arch
#

oh, btw, well-being applies to pumps too. should double with 30s i believe

#

had a couple of games with just a minimal stack of 5 pumps for most of the early / mid game

west yarrow
#

orly?

#

i thought buildings dont get sped up?

radiant arch
#

anything with a worker will output more related to workers bonus

west yarrow
#

either way got the pumpkin chips going im at 24 well-being

radiant arch
#

(solar panels to walking speed!)

west yarrow
#

26*

#

realised I need to put some warehouses around with the chips because some were not getting them

#

im close to fried rice as well just need lotus

#

some on 29 oo

#

how do you farm lotus flowers if the farmers are just going to harvest but they also need to be in range to plant?

ivory flicker
#

a) pause the farmhouse
b) make the farmers busy enough and the nenuphars so far away that they dont get harvested

#

Also btw u need gatherers for lotus flowers, the farmers will get nenuphars

west yarrow
#

yeah

#

ok

radiant arch
#

fencing off part works too

#

so farmer can only reach when need to plant

west yarrow
#

if theres no "farmland" under the crop do they still try to harvest?

#

hmm ok ill just put the gatherer on the other side and remove the stairs from the farm side

#

I originally misread how the dam drain house works, I thought it made power when water went through it, would make sense I thought it was a little turbine lol

#

cause gravity

radiant arch
#

would be cool to have that, yeah

west yarrow
#

yeah it just didnt really make sense to me that it used to much power just to let a tiny bit of water out

cloud flax
cloud flax
#

Sorry for the double ping... Slow net 🫣

ivory flicker
#

Kinda hate the bamboo for being... unbelievably tall

cloud flax
#

That's why you push it in the corner

#

And remember you always need more than you think you would need

ivory flicker
#

Thats the thing... the corner is kinda far away

#

Same with the giant sequia

cloud flax
#

Ziplines ftw

ivory flicker
#

Its a classic circular problem, to get far u need zipline, zipline needs rope, rope needs bamboo

#

Technically u can use the florists first but yea

west yarrow
#

I put down 6 florists for now

#

also im trying to place the cap for the deep water pump upgrade and it says to ram the camera into it but it still wont snap properly

#

I can place it backwards but it has to be placed the other way πŸ™

west yarrow
#

ok after some mild flooding its placed

west yarrow
#

oh im stupid I didnt realise I use the library to make library books for more libraries...

west yarrow
#

damn I didnt realise how much of an upgrade the light to normal gravity battery is

heavy spruce
#

after a "fun" couple months of badluck after badluck I decided to take a break on new years and pick up WB, been letting it run non stop since christmas eve on an old i5 laptop from the days intel was ontop (its been a slide show)

Is there something up with making the half giant logs from the lumber mill? I could only get them knawed from the knawing station...

west yarrow
#

I think the only other way is the advanced sawmill

#

which you can get without needing to make the half ones

woeful sun
#

In 0.7 the only place to make Giant Half Logs is the Advanced Sawmill

#

In 1.0 you can get them (very slowly) from the Log Gnawing Station as well

heavy spruce
#

yes, but for some reason only the gnawing station was making them. The advanced sawmill was forever at 0%

woeful sun
#

buut, you're playing on 0.7, so how?

west yarrow
#

ENS science output is bonkers πŸ‘€

radiant arch
#

oh, you might like the trebuchet science output πŸ˜‰

west yarrow
#

oh yeah throwing tnt

ivory flicker
woeful sun
#

yea, I'm watching JC The Beard's series, and science was soooooo slow, until the current phase and now 10k is super quick

heavy spruce
cloud flax
#

Or does it have the shiny saw blades?

heavy spruce
#

Sawdust storage on the advanced sawmill was empty, shiny saw blades full.
It was the first recipie I selected in the new advanced sawmill, went to bed, came back in the morning, none of the projects had a single giant half log in them, giant half log storage was empty, but giant log storage and shiny sawblade storage was full, power was available, game advanced 5~6 cycles, there were beavers working in thr building.

I added an engine to each of the other two power input points, ran the game for an hour, no giant half logs produced. 0% progress.
Switched to efficient logs, % started to tick up.
Logs produced.
Went back to giant half logs, percentage stuck at 0.

Went the the log gnawing station and selected giant half logs, % slowly ticked up.

Set 5~6 log gnawers on the problem and left the game running till the mines were produced

woeful sun
heavy spruce
#

Don't have my laptop handy to say, but I downloaded everything on Christmas eve, Steam, Timberborn, and mods

So what ever was the latest version on the 23rd

It was a fresh install

shell fiber
#

Hi everyone !
Happy new year ! 🎊
(Sorry I was super busy)

shell fiber
shell fiber
shell fiber
shell fiber
shell fiber
west yarrow
#

I’m enjoying the community map I’m on atm

cloud flax
#

Ayeeee! Welcome back and happy new year!!!

#

Ooh that msg leveled me up. Gonna be a really nice year it seems :P

delicate yarrow
#

Hey, is it a known issue with the game crashing when trying to place the tooth grindstone on 1.0?

shell fiber
west yarrow
#

I havnt played in a few days but with zip lines I havnt made a second district atm its just one huge one

woeful sun
shell fiber
#

By the way, I suppose everyone saw the golden logs sweet m awards ? 😊
I'm nominated πŸ₯³

#

I don't think I have any real chance to win since mod is mostly for hardcore weirdos, but it's nice nonetheless 😊

woeful sun
#

You're like the OG new faction modder πŸ’›

shell fiber
#

(in case it's not clear, it's a community vote)

west yarrow
#

What iv noticed myself doing is that because like half the buildings need to be put into other infrastructure like dams ect every time I unlock enough tech I just find a new spot and make a larger industrial hub

west yarrow
#

like I had my starting area, then early-mid industrial, now im making a much larger mid-late industrial

delicate yarrow
# shell fiber I'll need to remember to check that

If it helps, in the blueprint, changing the attachment ID from Sparks.TeethGrindstone.Folktails to Sparks and then copying the the templateattachmentspecs from the folktails blue;rint stopped the crashing happening for me.

velvet orchid
#

Hi, I bought Timberborn on GOG so I cannot download from the steamworkshop. Is there another way to get the Water Beaver mod?

radiant arch
radiant arch
#

@shell fiber lovely new thumbnail for your mod LoveFT

#

"Cry me a BadTide" DamFT

subtle dagger
radiant arch
#

looks like a "prototype version" according to changelog. likely not complete / stable yet

woeful sun
#

You can also use Mod Manager to grab the smaller stuff

velvet orchid
shell fiber
still frigate
#

I could get the last steam achievement so unbelievably easily if WhitePaws was fully working in 1.0 experimental. 500 beavers? A trifle!

cloud flax
#

You won't even know when you hit that mark lol

ivory flicker
#

What beaver pop do u guys have

#

Like, the highest one if u have multiple settlements

radiant arch
#

if map is small / very limited can do around 300 to 350 peak. but usually would go 500+, or 1k+ on bigger maps (if only my pc could handle them better...)
can help lots to get multiple production lines and abysses running with big numbers, which can speed up late game. but takes a lot of water and farm area too. also efficiency and wellbeing usually suffer and they might not be that much more productive..

#

for small maps or if hardware is an issue going for high wellbeing can help a lot (they go up to 500% productivity! this includes pumps!)

cloud flax
#

but i think i went upto like 1.2k to stress test things. wasnt really a stress though except for my laptop

ivory flicker
#

Like path layout and such

#

Districts also help right?

cloud flax
#

yeah. minimize paths as much as you can

#

and make a separate district if you can for non beaver needed buildings that can be operated by bot haulers

#

am getting 20fps at 1x speed

radiant arch
#

given the way the game is made keeping number of objects low in general should have the biggest impact - map size, number of doors, beavers, ..
districts can help a little if they have no beavers..
using ziplines a lot can help keep numbers low, as workers can reach further and walk faster.. which helps some too

heavy spruce
radiant arch
#

installing is just downloading and extracting it to mod directory, resolving the dependencies and looking everything is in order in in-game mod list

#

mod manager should help with that

heavy spruce
#

Is that steamapps > common > Timberborn > Timerborn_data > StreamingAssets > Modding

or

steamapps > workshop > content > numbers > numbers

If it is the file in the directory prefaced by two strings of numbers, then I already have a V1 folder?
So I wouldnt need the ModIO file?

radiant arch
#

should be under Documents/Timberborn/Mods or so?
for linux it's under ~/.local/share/Steam/steamapps/compatdata/1062090/pfx/drive_c/users/steamuser/Documents/Timberborn/Mods when installed through steam (given it's wrapped using proton/ wine here)

#

the steam workshop mods is under steamapps > workshop > content > 1062090 for timberborn - but you can't safely put the mod.io version there
game will show them with different symbol if you have same mod in workshop and in mods directory

#

tbh i forgot what you wanted to do πŸ™‚

heavy spruce
#

I want to play Whitepaws on the 1.0 release, experimental?
I was just playing the 0.7 release

heavy spruce
radiant arch
#

oh, getting the hidden 1.0 one from mod.io should be enough. it's under 'more versions'

#

putting that into the Documents/Timberborn/Mods

#

i would assume other mods would work if they did for 0.7 version. will complain otherwise in mod list

#

in mod list you'd see a Whitepaws with steam symbol and one with 'directory' symbol and the version beside i suppose

heavy spruce
#

Ok Im in \Steam\steamapps\common\Timberborn but there is no \Mods folder

radiant arch
#

if you are on windows it's the system Documents path (no idea where this is)

heavy spruce
#

Interesting, the folder layout for timberborn isnt universal

I'll have a look and see what I can find, thanks!

heavy spruce
#

\Steam\steamapps\workshop\content\1062090\3508401248

Ok, found the waterbeaver mod, it's the same version as on ModIO

But there is now an issue with the MoreGroups mod, latest version is 1.0.1.0
But apparently waterbeavers need a higher version number?

#

MoreGroups version is below the minimum required version

#

But thats the latest version?

#

for the error

radiant arch
#

waterbeavers would 6.0 version (mod.io under 'more versions') - you got older steam version here

shell fiber
#

hi all !
i'm back from my trip, i have a couple of day before resuming work.

if i'm correct, the only known bug as of right now in the 1.0 version is the teeth grindstone correct ?
also the irrigation towers not being inclused

subtle dagger
abstract vector
stone spruce
#

I'm waiting till a Steam upload hits to test 1.0, cause I'm lazy and the mod manager isn't updated. XD

woeful sun
#

Mod Manager is updated (has been for almost a week) πŸ™‚

woeful sun
cloud flax
#

Also if possible, a tunnel with path would be god sent 🫣

#

And maybe tunnels with light just for decoration. Just need some overhead lighting for the long tunnels

abstract vector
woeful sun
#

btw, you could try "Vertical Nav Mesh" mod to try and fix the appropriate path marker mesh messages

#

btw, I have no idea about the Text Mesh IndexOutOfRangeException

woeful sun
abstract vector
woeful sun
#

Vertical Nav Mesh won't fix the crash

#

The crash and the path marker mesh messages are unrelated

abstract vector
#

Hmm, I redid the steps for the crash and it didn't crash

woeful sun
# shell fiber hi all ! i'm back from my trip, i have a couple of day before resuming work. i...

other messages of note from the log above (not related to the crash):

Not found: ...\1062090\3281653061\version-1.0\AssetBundles\1x1x2 storage_mac
Not found: ...\1062090\3281774771\version-1.0\AssetBundles\logstairs_mac
Not found: ...\Timberborn\Mods\Whitepaws Faction V1.0.0\AssetBundles\whitepaws faction v1.0_mac
Localization file contains errors:
Unnecessary space at the end of column found in enUS_in_...\Timberborn\Mods\Whitepaws Faction V1.0.0\Localizations\enUS.csv (line 735)
Unnecessary space at the end of column found in enUS_in_...\Timberborn\Mods\Whitepaws Faction V1.0.0\Localizations\enUS.csv (line 747)
Unnecessary space at the end of column found in enUS_in_...\Timberborn\Mods\Whitepaws Faction V1.0.0\Localizations\enUS.csv (line 1213)
Unnecessary space at the end of column found in enUS_in_...\Timberborn\Mods\Whitepaws Faction V1.0.0\Localizations\enUS.csv (line 1318)
Unnecessary space at the end of column found in enUS_in_...\Timberborn\Mods\Whitepaws Faction V1.0.0\Localizations\enUS.csv (line 1727)
The given key Lapantouflemagic.SevereInjury.DeathMessage was not present in the dictionary.
shell fiber
#

Ah, i think i fixed my unity, it was out of whack for some reason

#

some scripts were in double

shell fiber
#

i'm working to add back in the irrigation towers, but it seems that igor has yet to fix the pollution repellant script

#

so for now i'm just adding the basic function, in principle i should be able to add the pollution repelling function later

shell fiber
#

@radiant arch

#

do you think you'll have any time too take a look at the scripts you had made for U7 ?

#

the water per voxel, beaver swim speed, locking the contamination of a water source etc

#

i'd like to push a public 1.0 update soon-ish πŸ˜‰

#

Of course none of the scripts are truly vital for a public release but still

#

Specifically I'd like to have it out before the golden logs awards get out

#

But I can get that much done by tomorrow if I want to

radiant arch
#

should contain all the scripts you have and instructions on how to use them?
or you want special copies for 1.0 too?

#

might be able to work on them tomorrow or look into working on seasons again

#

hope nothing much has changed in timberborn since late november..

shell fiber
#

are they compatible from version 0.7 ?

radiant arch
shell fiber
#

it didn't crash at first, but did when i tried to hover on the need to see if it applied the effect
(specifically it crashes when you hover on the need bar, not when you hover on the total growth speed, work speed ect on the top of the status window)

#

also i don't see those in unity πŸ€”

#

but maybe i should try to import the old U7 scripts instead ?πŸ€”

shell fiber
#

well crap, something has changed in how the "bottom matching prefab" system is handled πŸ˜‘

#

impossible to place the abyss modules now

#

i'll likely be forced to redesign them. side modules shouldn't be an issue but back and front modules... i don't want to change the shape so much πŸ˜“

still frigate
sullen cape
#

Oh and mods are broken in 1.0 again?

shell fiber
still frigate
#

New update today.

sullen cape
#

The "Spec" postfix was removed from the names of non-ComponentSpec properties. This change affects BlockObjectSpec. Yes, this means the mods are broken once again.

#

Not sure if this affects WhitePaws/Water Beavers, but I'd guess so?

shell fiber
#

i would assume so then

#

thankfully i'm currently poking at the tutorial

#

it's a bit impractical to read from the spec files, but it seems easy enough to overwrite

west yarrow
#

Could the Grand Dam get a larger internal water storage? It seems to fill up way to fast for continuous production

shell fiber
#

especially with yesterday's update, touching prefabs now would cause data loss

#

in the meantime i'm poking (at last) at the french translation

#

the water cannon entry made me realise that with 3D terrain, i probably should give occupancy to the water stream, otherwise wonky crap can be done πŸ˜‘

#

oh right i have a pinned message for remembering things

west yarrow
#

All good no rush

shell fiber
shell fiber
#

@radiant arch do you know if your script pack survived the last couple updates ? i get an error message from favorable need effect something

#
Timberborn.BlueprintSystem.BlueprintDeserializer+<DeserializeSpecs>d__13.MoveNext () (at <d978fb562b9c4f70835fcd7935484cb9>:0)
Timberborn.BlueprintSystem.Blueprint.CopySpecs (System.Collections.Generic.IEnumerable`1[T] specsToCopy, Timberborn.BlueprintSystem.ComponentSpec specToIgnore, Timberborn.BlueprintSystem.ComponentSpec specToAdd) (at <d978fb562b9c4f70835fcd7935484cb9>:0)
Timberborn.BlueprintSystem.Blueprint..ctor (System.String name, System.Collections.Generic.IEnumerable`1[T] specs, System.Collections.Immutable.ImmutableArray`1[T] children) (at <d978fb562b9c4f70835fcd7935484cb9>:0)
Timberborn.BlueprintSystem.BlueprintDeserializer.DeserializeBlueprint (Timberborn.SerializationSystem.SerializedObject serializedObject, System.Boolean safe, System.Collections.Immutable.ImmutableArray`1[T] nestedBlueprints, System.String name) (at <d978fb562b9c4f70835fcd7935484cb9>:0)
Timberborn.BlueprintSystem.BlueprintDeserializer.DeserializeRoot (Timberborn.BlueprintSystem.BlueprintFileBundle blueprintFileBundle, System.Boolean safe) (at <d978fb562b9c4f70835fcd7935484cb9>:0)```
woeful sun
#

WellbeingBonusReceiverSpec got renamed to WellbeingBonusSubjectSpec (or WellbeingBonusesSubjectSpec, I'm not sure about the exact spelling)

radiant arch
radiant arch
#

will try and load current timberborn and see if i can update this week.. so many changed again πŸ˜…

#

and seasons after.. moddable weather completely changed .. that one likely will take some time to rebuild.. and it was 90% ready, code-wise, for 0.7..

shell fiber
shell fiber
shell fiber
#

anyway, the good new is i'm making progress again

#

but gotta go for now

shell fiber
#

and we're got a sucessful load 😊

shell fiber
#

now i have to figure out how to get the abyss modules fixed πŸ˜‘

shell fiber
#

not sure that's the best solution but the abyss would look like that now

#

unfortunately the rules governing the "bottom matching prefab" script remain incomprehensible

#

of course once you place the modules, it's back to normal

radiant arch
#

if it works that's nice, isn't it?

sullen cape
#

I'd take it, the game runs

shell fiber
#

okay, the small modules all work

#

now let's restore the two big ones

high light
#

"if it's dumb and it works, it isn't dumb" really looking forward to trying water beavers for the first time once it is ready for steam πŸ™‚

shell fiber
#

okay, at last fixed the two big abyss modules...that was quite a pain.

#

now let's get the reactor to snap on nicely

radiant arch
#

did upload a fix for 1.0 on both steam and mod.io

#

not yet updated my u7 tools, but will look into it later in case the UI crash for needs happened there too

shell fiber
#

you mean the favorable needs ?

radiant arch
#

has the exact same line that crashed on 1.0. so not sure i did test it enough or it was something changed in timberborn that broke it

shell fiber
#

so the fix on mod.io is only for the "more water per voxel" "swimspeed" and the fixed water source ?

radiant arch
#

it's for all of them for timberborn 1.0.7+

#

did test all things, favorable needs included

#

just not yet the u7 version

#

was actually fun to test, as i set swim speed to 10 and they basically warped. and the hole never really emptied with 100 water per voxel haha

shell fiber
#

oh okay

#

i'm trying very hard to get something done before the weekend, but i don't think that's chieavable

#

the nuclear reactor and water source snap in place just fine, but power doesn't seem to connect πŸ˜‘

#

it's become more fiddly somehow

#

but it will take at least one hour, and i have like 40 min left

#

with a little work to finish

#

wait, no it does work ! 😯

#

let's get this uploaded real quick

shell fiber
#

sorry, i messed up and uploaded it as a new mod

#

this time i set the visibility to "unranked" which means it should be accessible by non-me people

#

can someone tell me if they can DL it from steam ?

radiant arch
#

i can see the mod and click 'subscribe' in browser, using your link, but can't find the mod (yet?) from within steam otherwise

shell fiber
#

it takes a little while to download i think

still frigate
#

Looks like a lot of the old text still in there on Steam. For instance, isn't "Pantry" dead, buried, and abandoned? Even in U7 it would crash out any time I tried it.

That said, I AM SO HYPED about this. I have really been missing my water beavers.

Thank you for all the hard work.

still frigate
#

@shell fiber This -may- be caused by the custom map I loaded. I'll keep you posted.

shell fiber
#

Or something like that

still frigate
#

Yeah. It is fine. πŸ™‚

still frigate
#

FYI. Had a crash. Was hovering over a panel. Can't guarantee this is not related to one of the mods I have running.

I'll attempt to reproduce it.

#

Not the same crash, but I was going through the panels looking for some sort of manual power generator. I am 90% certain the game was even paused.

still frigate
#

With water seeps and the chance of no rivers on a map, do WhitePaws not have a manual power option?

#

Again.

I was on the toolbar with primitive lumbermill. It was either it or the primitive papermill that triggered this.

#

@shell fiber it is the primitive lumbermill doing it.

#

If this isn't just me, it is game-breaking without cheating. Hopefully an easy fix.

still frigate
#

I love that the relics glow!!!

shell fiber
#

I don't think I'll be able to upload a fix until Monday but you can go in the mod files to correct it manually if you want to play

shell fiber
still frigate
still frigate
still frigate
still frigate
#

Fixed and verified working in-game.

still frigate
#

@shell fiber What happened to the crane?

2nd missing item, or removed?

still frigate
#

This is really intermittent. Somerimes it happens when mousing quickly over the buttons. This last time it happened when I click the set priority button (which had been working).

abstract vector
#

I've had the same crash, I've yet to reproduce it

west yarrow
#

once you get the advanced sawmill is it just better to grow only the gigantic trees for wood instead of the pink ones?>

#

Whats the latest version that this mod runs on?

shell fiber
west yarrow
#

Im trying to run the latest version ,its saying the latest 1x1x2 storage and stairs isnt compatable with latest stable version of game but the mod needs those ones do I just run it in experimental?

shell fiber
#

A 3x3 area can grow 9 pink trees and can do it several times over the growth period of a sequoia, so that's quite some wood πŸ€”

shell fiber
west yarrow
#

no error just loading the game it says needs a higher version 2 secs

#

I downloaded them not 30m ago

#

splitting the mods into the 3 versions it has, the 1.0 isnt compatable with stable version of the game and the other 2 are too low for the mod

shell fiber
# west yarrow

In principle you should be able to just take the latest version, it should be backward compatible

shell fiber
west yarrow
#

leme split it

shell fiber
west yarrow
#

if I only put in the latest version it now asks for moddable tool groups and they say this

#

the latest version of the 2 mods are now showing up when they are together because its saying the games version is too low

#

hmm even the moddable tool groups is saying my game version isnt 1.0.0

#

but im not in any betas or anything

#

holdup I think im stupid 2 secs

#

the games release version isnt 1.0

#

.... yeah its experimental... not release version

#

no more errors

stone spruce
#

Steam version is loading for me -- will likely playtest tomorrow. It's pretty late where I am right now

#

(Loading to in-game, not just menu)

west yarrow
#

Im still trying to get mine working by updating mods and adding/removing them, half the time I can get to the main menu and the other half it crashes on map start

#

moddabletoolgroups is causing an issue it seems

stone spruce
#

Don't think that's it, I have it in mine and it's running fine

#

V10.4.1 in my load order

#

What's your modlist look like for Timberborn?

#

nvm, it's in the crash

west yarrow
#

uhh

stone spruce
#

OR NOT....

#

Huh

#

Lets see what you have that I don't

west yarrow
#

I need to clean it up but

#

this gets me to the menu but crashes on loading up a new map

stone spruce
#

I have most of those, honestly. Lemme finish comparing and testing a couple of things -- the only mods I disabled were Leafcoats related, since those are incompatible

#

Okay... first, I have release versions than you do on:
1x1x2Storage (You have 3.0.5, I have 3.0.6)
Bob's Script Pack (You have 1.0.0.5, I have 1.0.7.0)
Bob's Housing Optimize (you have 1.0.0.0, I have 1.0.0.1)

I don't have:
TimberAPI. (IIRC, it doesn't actually do anything anymore?)

#

Try re-validating your Timberborn files? It should also update any workshop mods you have

west yarrow
#

oh I forgot to update the scripts

#

I got the majority of the mods off of mod.io

stone spruce
#

ahhh, can't help you on that one, but you seem to know what to do πŸ™‚

west yarrow
#

yeah its just manually putting them in the mod folder

stone spruce
#

Not too bad then

#

I match your configuration (plus a lot more) besides those items, so hopefully that'll get you moving

west yarrow
#

hmm theres no 1.0.0.1 housing optimization on mod.io

stone spruce
#

Odd.... I'm definitely running that version:

west yarrow
#

i just did it through steam maybe its slightly ahead

#

also validating files

#

ok "should" be the same

stone spruce
#

Good luck!

west yarrow
#

oh it works noice thanks

stone spruce
west yarrow
#

although the map I chose idk if it will be possible lol

stone spruce
#

XD

west yarrow
#

Timberpunk2

stone spruce
#

Oh no, you're screwed

west yarrow
#

theres no water....

stone spruce
#

Yea, I like that map, but I'm pretty sure Whitepaws it's impossible

#

So I'm getting a crash when I mouse over industrial buildings in the selection menu

west yarrow
#

oh yeah

#

...

stone spruce
#

I don't have time to pair down all of my mods right now, so I'll check those later

stiff lily
#

First playthrough finally finished (at least wonder set off) πŸŽ‰

west yarrow
#

something about brokenteeth not present in dictionary>

stone spruce
west yarrow
#

yeah it just did it

stone spruce
#

Oh cool, that means I don't have to spend two hours meticulously going through every mod πŸ˜„

west yarrow
#

yeah prob just need to wait on a patch

#

would be nice if timberpunk2 was doable with waterbeavers

#

but the aquafer tech is behind certain things

#

unless I godmode in a proper water source where the aquafers are hmm

woeful sun
west yarrow
#

manually, from what I know there is no mod manager that does it automatically from mod.io

#

or through steam

woeful sun
#

It's in your screenshots, just disabled,

west yarrow
#

oh yeah no Im not using that atm

woeful sun
#

It's probably the easiest way to get and keep updated for the smaller mods. It's not great for the larger ones, unfortunately.

west yarrow
#

yeah just atm seeing as Zeta and I are having the same issue I think its a mod thing that needs patchingf

woeful sun
#

yes, NoxBestia found a fix for it up here: #1070709592176197642 message

#

I think BrokenTeeth --> ChippedTeeth is the required change

west yarrow
#

oh so just go into the files and change it to chipped teeth?

#

ah

#

im not sure what file that would be tho...

woeful sun
#

There are 5 files shown in the screenshot. I'd guess those ones?

west yarrow
#

oh those are file paths.... yeah ok ima check it out

woeful sun
#

Probably the 3 .blueprint.json files are the critical ones,

#

The .blueprint 1.json and .old.json probably won't be read by the game.

west yarrow
#

yeah I found it

#

ok lets see

#

I missed something

west yarrow
#

ok seems fine now

west yarrow
#

little hard to read

west yarrow
still frigate
#

@woeful sun @west yarrow The one that fixed it was: \Program Files (x86)\Steam\steamapps\workshop\content\1062090\3647584961\Buildings\Whitepaws Faction\LightIndustry\Gnawingtent.blueprint.json

#

That one may not have made it into the 5 hits since I think I fixed it before I did the search.

west yarrow
#

yeah I found it

stone spruce
#

That fixes it on my end too, of course

shell fiber
#

And sorry for not being able to help today, I'm outside

shell fiber
#

I'll try to push an update for the chipped teeth issue from my tablet if I can, that doesn't require unity

still frigate
#

@shell fiber (or anyone who knows) what files define and control the brambles? I want to try to make them climb.

west yarrow
radiant arch
still frigate
still frigate
#

I am guessing by the color a texture is not referenced correctly.

still frigate
#

This was when I tried to unlock and place the 30Β° water canon.

A second attempt allowed the unlock done separately, but as soon as I tried to place it I got the crash.

radiant arch
still frigate
cloud flax
wary panther
#

it's just a wine cannon instead of water

still frigate
#

And this is back. The second image is where it was.

woeful sun
#

Exception thrown while ticking ... 'BeaverAdult Gnonu'?

still frigate
#

Here is what is being built to crash it.

still frigate
woeful sun
#

Is this an 0.7 save loaded with 1.0?

still frigate
#

Nope. Started this in 1.0

woeful sun
#

So it's probably a missing Enterable on the WorkplaceSpec causing the crash

#

I'm not sure why a Zipline would be a workplace though

still frigate
#

It says 10 workers.

#

Not sure why either.

wary panther
#

weird that a zipline station would have workers at all...

still frigate
#

I am gonna guess that it adds haulers.

#

Or it is a bug. πŸ˜›

wary panther
#

ooh, having the big zipline tower employ haulers would be great

#

And here I figured lapan was just inventing the zipline equivalent of a skydiving jumpmaster (i.e. the guy who throws your suddenly-hesitant ass out of the airplane)

woeful sun
#

heh

#

Yea, this seems to be the only building that has a WorkplaceSpec, but no EnterableSpec

#

btw, other warnings in the log file:

Unnecessary space at the end of column found in enUS (line 735)
Unnecessary space at the end of column found in enUS (line 747)
Unnecessary space at the end of column found in enUS (line 1213)
Unnecessary space at the end of column found in enUS (line 1318)
Unnecessary space at the end of column found in enUS (line 1727)
#

and also I noticed: AssetBundle.LoadFromFile(whitepaws faction v1.0.0_mac) AssetBundle.LoadFromFile(whitepaws faction v1.0.0_win) (because of how the code is written, if the asset bundle contains a period (.), then both _mac and _win bundles will be loaded).

#

Also a bunch of buildings generated: SimpleOutputInventorySpec at SimpleOutputInventorySpec contains unused field UnlimitedTotalCapacity and others: ```
BlockSpec at BlockObjectSpec.Blocks contains unused field LegacyOccupation
BlockSpec at BlockObjectSpec.Blocks contains unused field UseNewOccupation

GoodSpec at GoodSpec contains unused field RequiredFeatureToggle

#

I think some missing localization messages: Good.OmniCure.DisplayName Good.OmniCure.PluralDisplayName sprites/Whitepaws Sprites/Buildings/PowerShaftHorizontalStraight (the last one is a typo in the BlockObjectToolGroupSpec for Shafts )

#

and a minor warning from timbertrees:

Beaver.Hunger NeedSpec.StartingValue: float vs int
Beaver.Thirst NeedSpec.StartingValue: float vs int
#

ChippedTeeth is probably over specified (compared to Hunger and Thirst)

cloud flax
still frigate
#

I am confused. The rope-maker is fine here, but one more row backwards and it is not. Other things can go all the way back.

Oh... I think it is off its footprint. The footprint shows it all the way back, but the placement ghost doesn't. Waiting for it to build...

Once built it didn't move back, but it is holding that row hostage. It looks like you can't hook power to it, but it does have power. And the road into it had to be extended one square under it.

sullen cape
shell fiber
#

the particle material was just empty, update to 1.0 shook some things loose πŸ˜‘
but that's fixed now

shell fiber
shell fiber
shell fiber
shell fiber
shell fiber
shell fiber
still frigate
#

Well, it was a neat idea if it would have worked.

#

I would have guessed it would have been as "easy" as getting the scrapper yard working.

#

(I know none of this is easy, btw.)

shell fiber
#

oh wait, yeah you're right, it should work πŸ€”

still frigate
shell fiber
shell fiber
still frigate
shell fiber
#

it was πŸ™‚

still frigate
#

@shell fiber Did you see my older questions about the windmill and the crane?

Both appear to be missing.

shell fiber
shell fiber
still frigate
wheat apex
# still frigate <@542299373606928384> (or anyone who knows) what files define and control the br...

Luke made a mod that was able to modify vertical spread of plants: Configurable Growth.
https://mod.io/g/timberborn/m/configurable-growth#description

That one has been deprecated and combined with Vertical Farming into a V1 mod now called Configurable Plants.
https://mod.io/g/timberborn/m/configurable-plants-vertical-farming#description

However, the vertical spread option did not make the transition to the V1 mod. You could look at the code in the original or check in with him to see why that option did not get ported to V1.

still frigate
shell fiber
# shell fiber

well shit, i tried to remove the hauler only upgrade and make the zipline backward compatible and now it just crashes πŸ˜‘
and i roll back, and it still crashes... πŸ˜“

shell fiber
#

all of the power generating stuff cost science right ?

still frigate
#

They have hamster wheels or capstan-power

still frigate
radiant arch
#

isn't the smallest battery science-free?

shell fiber
#

yes but building / razing batteries for me is kind of an exploit πŸ€”

radiant arch
shell fiber
#

tbh i don't know if i should consider this kind of lunatic map as a real possibility πŸ€”

still frigate
shell fiber
#

is that the map some people were talking about this weekend ? with nearly no clean water ?

still frigate
#

One map I am currently playing has lots of geothermal... ALL of them underwater. /laughs

But it also has plenty of running water so it isn't a problem.

#

No hope for this one with WhitePaws. /laughs

(Not a complaint... just sharing)

shell fiber
#

okay, i found the issue.
somehow the tunnel prefab had lost the name of the thing it was supposed to put under itself πŸ˜‘
probably that stupid validator converting things poorly, but that would have been an issue sooner or later maybe

#

anyway, i'm not super fond of the wind power (just leads to scaffolding towers πŸ˜‘) and not super fond either of the hamster wheel either

#

i could go with a capstan like thing, but severely nerfedd

still frigate
shell fiber
#

like maybe 4 beavers making 40hp or so

radiant arch
shell fiber
#

but let's be realistic, IF we assume a map with no steam vent, and no water current, isn't that completely not viable anyway ?

still frigate
#

I'm not gonna push too hard for a manual power for the WhitePaws. I like @radiant arch 's take that it is a feature that they don't have manual power.

radiant arch
#

assuming there's enough stale water to survive

#

given how realistic early solar power is that's easy too

#

or was there any catch in the cost beside tradable solar panel?

still frigate
radiant arch
#

so issue would at most be early industry power needs?

#

like 60-200hp?

still frigate
#

I'm working on my last achievement; a no brainer for WhitePaws. 500+ population.

#

I'm getting there. I just unlocked balloons.

shell fiber
radiant arch
#

waiting for whitepaws. 2k power from wheels.. laughable! -> for achievement

#

oh, wait.. not water wheels but power wheels???

still frigate
radiant arch
#

easy still.. solar power is wheels πŸ™‚

shell fiber
#

but i could rewrite them as permanent power source, now that we have a script for that

#

looking at the solar pannels, the hardest thing to obtain without power would likely be the tar for making the balloons

#

everything else is pretty low tech if you dedicate yourself to it

#

so maybe it wouldn't be too farfetched to have a manual power generation tool, even if absolute trash

#

or... the battery cheat πŸ€”

radiant arch
#

not like it would be needed, but might fit in somewhat

shell fiber
#

oh, i have a great idea

#

you can use dynamite from the kart to dig a water trench, use a couple of pumps to pump from the extremity, and use the miserable, pathetic trickle of water that feeds it as a power source 😎

radiant arch
#

yeah.. no.. not likely haha

shell fiber
#

well, that's good enough for me today πŸ˜‚

#

was there anything else in need of fixing ?

#

oh, maybe let's try to add your scripts see if anything explodes

radiant arch
still frigate
#

I like my unified power. All from the good water wheels.

radiant arch
#

would finally give meaning to all the lazy bums and extra bots late game too πŸ™‚

shell fiber
#

you can maybe make it both produce and consume, but that's awkward

shell fiber
#

@radiant arch what's the difference between all those ?

#

immutable i suppose i see

#

ah

#

drought is just not affected by drought, and the other one not affected by badtides ?

radiant arch
#

ehm.. drought resist halves strength on drought. you not used that before

#

immutable does make it ignore changes to strength

#

clean makes it ignore changes to contamination

#

so if you want to have it ignore both drought and badtide you'd need immutable and clean

shell fiber
#

oh, i see

#

thank you !

shell fiber
#

it's working just fine for now, amazing !😊

still frigate
#

@radiant arch I noticed your scripts in mods. Do they do anything for WhitePaws?

radiant arch
#

might conflict with 0.7 whitepaws as they have same copy of one script

still frigate
#

But they are needed for 1.0?

radiant arch
#

would guess so

#

with next update that is