#Water Beaver Overhaul
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All three modded factions are head and shoulders above the vanilla ones TBH
True. Yet to play emberpelts or leafcoats but have watched their gameplay and they as well seem really good
But WBO for sure has the most breadth and depth
#whitePAWsupremacy
I love the base game but all of the modded factions are better to play with IMO. Whitepaws as my go-to, Emberpelts if I'm feeling 'more vanilla'.
welcome back π
i'm working on version 1.0 but recently time is scarce
oh, thanks, i hadn't noticed the update yet, i'll go fix the small mods asap
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 π

So I am a maniac π€£
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
Has been since 1.0.3 at least (I don't have older versions around to check)
My parade of balloons
Finally done this long awaited project!! how much do you think it might be generating?
something tells me this could be a couple of airships π
not enough
whelp, thanks to the karyotyping microscope not working correctly, i probably have some modding time today$
Oh they are just scouting balloons so that I can make pilots license
Gotta say it's one of the more troublesome recipie
If you de get into messing with assets, can you fix the hitbox for gravity batteries
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 π€
Oh I just want to fill up my storage... So need 300*100 exploration points
I have like 80 pilots license done till now iirc
ooh, i see π
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
at the point you're at... meh, i doesn't matter anymore does it ?
Naaah not really. But helps with performance
Maybe if it was a dam it would be "cheating"
What is the water tolerance level for bamboo XD
Removed my Storage towers and made them into more flat nice grid
Industrial District storage and added new drills
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
remenants of the old clockwork towers and the last storage tower yet to be decided where it is to be placed
And finally more water wheels!!!!
Converted the ever blossoms tree farm to pine trees and added another bamboo farm. You can just never have enough of it....
This looks sooo good 
should be 7m, and yes, sapling should barely poke out of the water then π
Looks like my reservoir was just the right depth 
darn, that's a lot π
what's this strange area up north ? will the several statues of dunking and the petanque courts ?
It's a stadium i had made
oh, i see π
Stupid question, are White Paws and water beavers the same thing?
Yes
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?
People are playing on U6 and U7, there's no V1.0 for this faction yet
On Steam? I can't get U6 to work.
For U6 you'll need to download all the mods manually from mod.io
If you'd like we can guide you π
That would be fantastic, thank you so much because I wouldn't know where to start.
So the last update before Update 7 was 4.3.7
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
Now, Water beavers has a lot of other mods that need to be installed as well as Waterbeavers
The mods are:
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
Have you worked with files and folders that have been "zipped" or compressed before?
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?
I downloaded the 4.3.7 and it's currently in my downloads folder.
I downloaded all the Dependency mods as well
Tbh i would highly recommend to play the U7 version! It's way more worked out and balanced and not much of a hassle to work with using steam mods
I would to, but I'm okay if you'd like to play U6 only Chris-Ann π
Yes they do, on Windows for U7, and maybe U6 it's Documents/Timberborn/Mods
After many hours of trial and errors, I'm down to one missing mod, "Timberborn.IgorZ.TimberCommons" but I cannot seem to locate that mod anywhere. I was able to at least get the faction to pull up but I'm not able to select the faction to play. Any thoughts?
Thank you very much, greatly appreciate it
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.
Which version did you use?
It sounds like you're nearly there
Update 7 is on Steam right now for WhitePaws though
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
sorry for your trouble, it's always a mess between two major updates since some mods have updated and some have not, but with a bit of perseverance i'm sure things will work out π
Make sure timbercommons is near the top of your load order. Water beavers/whitepaws should be at the very bottom. I think I usually put harmony first, then timbercommons, then everything else with WB last. Double check for any yellow warning signs β οΈ in your load order and follow the instructions when you hover over them :)
made a long-overdue improvement to the aquifer upgrade π
also, it now uses the water seep limiter, so it won't fill above 0.6
which is enough to be blocked by a primitive dam
I completely understand and I appreciate all the time you have put into this mod.
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.
i don't remember specifically about the version you're trying to run, but some of the older version require you to start a folktails game to unlock the faction
I download timbercommons and it never showed up in my list, even tho I downloaded it several times and made sure it was in the correct fold. It kept telling me I needed it. So, not sure what that was about
It did, I started folktails, received the notices that it was unlocked and was available, but tried to start a new game and it crashed.
progress! someone in here cleverer than me can probably decipher your error log if you send it
enough for today for me
i've loaded pretty much every building except the fences that are kind of fiddly
and the power shafts that i couldn't get to work yet
i need to solve some visual bug on the abyssal nuclear reactor
and then...
the plants π
uuugh π«
anyway, GN !
gn!
Gn. Looking forward for the v1 update.
Oh looks good, love the tall nozzle!
ah, wait no crap, i forgot that doesn't constrain the pipe to fall on solid ground π€
aah, unless...
yep, that worked, the "occupy all below" box works just fine π
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
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.
We appreciate you working on it at all π
I truly appreciate everything you are and have done to get this mod working. I cannot even imagine what all is involved, but what I do know is it's a great mod and I thank you.
Thanks Lapan! I need to finish my U7 play though anyway lol π
actually the plants may be not as obtuse as i feared
or rather, the wiggle map seems optionnal
I don't think cabbages need to wiggle? That's a weird mental image π€£
okay, i think we have everything...
except the wonder π
and the new assets of course
Wish you have some good rest and enjoy the holidays with your loved ones!!! Take careeee
750 kg???
oooh its the ranged district crossing bonus!!!
but it only has the capacity for like 30... does it ever get fully utilised???
those giant logs i'd say. anvils are heavy too
unlikely to get to 750..
could be one of the achievements tbh...
Wow, those pines are pretty.
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 π
All under this mountain, hidden from prying eyes
giand sequoia saplings π
Is battery part of the generator??
no that was just to test it
It's really a clone of the ft one with a custom model
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
It still needs one gear so that's for after you've rebuild the DC
Ah also since the builder hubs can now store junk, I think the glorious storages should have a decorative aura again π€
Since early on, there is really no reason to build those anymore
I might also increase the storage cap and science lock them then π€
Would I be easily able to have store 1000s of anvils soon π«£
Maybe have the ability to stack them vertically? Like the steam is just gonna go up....
Also you likely tagged the wrong guy in chat i think π
I had noticed that XD
suggestions ?
i really had eyeballed this stystem in quite a sloppy way
but now instead of giving whatever probability to each effect, i have to fit them in likelyhood categories
but i should be able to add custom ones (constant, rare, frequent, exceptionnal)
right now i feel there is way too many small injuries
and waaay not enough diseases
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
(assuming 100% work efficiency)
so that means the likely hood of not getting hit with something is 0.98^16
so "only" 72% chance of finishing the day unhurt
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
hmm... yeah but broken teeth is also trivial to heal π€
in terms of diseases, the only thing i can see as arguably capable of causing disease is all the dust inducing stuff π€ like the sawmills and factory
in addition to the mines of course
oh, speaking of which, i completely forgot about the abyss stuff
oh well
Diseases in food based processing? Beavers doing the taste test should be prone to bad stomach for sure
Also firefly grooming station should be prone... They might as well get maimed if they get too close to the firefly
Trader beavers will also be exposed to tons of exotic diseases
Alchemist inhaling all the fumes
Lumberjacks, tappers shack, harvesters office for broken teeth
Not sure how the numbers are working btw...
Also maybe haulers builders, exercise plaza may add to filth from all the sweat?? Or would it be too much?
Problem is there is no actual beaver working the balloon, but maybe I can do something about that π€
That's more of a recipe for insanity or contamination π
That would be an idea but the "accident" script is only for manufactory buildings π
Hat-Making Chemicals (death of inhaling there-of from Irregular Webcomics)
Should be correctly spelled as IN'ALIN' 'ATMAKIN' CHEMICALS (ref)
before
after π
i also reduced the science points provided to 50/250/1000 instead of 200/800/3000
oh, dear, those look appropriately cursed.
Is there a risk of getting injured/sick/infected when collecting them? (It looks like there should be)
very much so
you probably shouldn't tell your beaver to collect the big one, or you surely shouldn't forget about it π
right now it makes them contaminated
although the material is glowing too hard because i still havent rebuild the ressource pack
the lighting is different from U7 so everything is very glowy
and i'm missing the dirt/mud junk under the items but that's an issue for later
well, since i made lots of progress in far less time than i though, i'll probably be pushing a prototype update today π
it should be fairly complete, save for all the stuff i forgot about
reassuring isn't it ?
Love to see it. How can I help with tests?
i'm uploading an apparently functionnal verision right now
you can just try it and report things that apparently don't work, are weird, crash or just anything abnormal π
but keep in mind i won't be able to fix anything anytime soon
No worries. Is it available on mod.io?
Btw, I donβt have experience with modding, but I have plenty with C#. if there is something I can help you, lmk.
thank you π
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
okay, the mod is uploaded to Mod.io (not steam yet)
but for some reason @tawdry bronze 's mod updates monitor doesn't see it π€
you need to go on the right and click 'view other versions' and select 6.0.0
Is it set to live?
If not thats why
i left it live for a while but i hid it
but my logstairs and 1x1x2 storages are live, and the thing doesn't see them either π€
i'm uploading the mod on steam just to get it out of the way, but i'll keep it private for now
i'll post the link here though, if that can help people deal with installing it
Maybe steam hasn't finished validating the file or something π€
it's happening on random discussion and change note urls too though
The description pages load fine though
for 1.0? yea, I haven't downloaded the update yet.
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.
and it doesn't support ModdableToolGroups, so half the stuff is missing π
but I got enough to work to know that translations are missing for WoodenStairs, NEWEngine and Trebuchet recipe KABOOM π
The NeedSpec for hunger and thirst specify an integer for StartingValue, when the type is a float, so I had an assert that complained
also confusingly the product of the ClockWorkController recipe is ClockworkWaterFarmBlueprint (which is a BackwardCompatibleId, not the main Id)
mmm, maybe ModdableToolGroups is actually required
Sorry, I took the opportunity to relabel some of the confusing stuff π
yea, that's fine. This is the first time I'm dealing with the ModdableToolGroups specs
so while I expect some things have changed, I don't expect all farm houses to be missing
well, I got some tool groups in the right place now,
still haven't figured why some are not showing at all
ahh, there it is,
filenames -- as expected
PowerShaftHorizontalStraight has a weird NameLocKey
probably you meant to change Icon and altered the wrong line
similar for PowerShaftStraight.Whitepaws LabeledEntitySpec.DisplayNameLocKey which is set to Description
(and should probably be DisplayName instead)
and Roofs seem to require MoreGroups (otherwise the SubGroup_MGRoofs group is missing?)
(really my code can't handle missing parent groups)
Done
Anyone having issues while playing yet ?
For sure you don't play Whiskerwood π€£
How good is it ? I saw one playthrough it seemed pretty solid
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
and yeah, Whiskerwood is on my list as well currently.
Some how Discord Checkpoint decided my free Deco was a cat. No complaints here π
i'm uploading the fix for the 1x1x2 storage mod
What does crushable building mean for the greenhouse
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.
If you try to build something that overlap with it, that might destroy the greenhouse
I'm still very confused about what causes that to happen only to a few people, I'll try to look into it, again π
thank you β€οΈ
I had that same issue a long time ago and there was nothing I could do except rebuild the greenhouses from scratch
Im confused about the abyss elevator, it has a power shaft connection here, but it doesnt want to
You can connect it. Even if it doesn't show the proper connection, it will actually work irl
Thanks
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....
You mean the abyss module right ? Can you check if it actually connects to the roads etc ?
like its functioning if its in the same district
and yes, the abyss module
When did this happen??? π
It's too de-linearize the progression a little bit. If you want stuff that require giant half logs but don't have the sawmill / foundry yet you can do with that
Got it to carry whole 750kg!!!!
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
And who doesnt love the Golden Sequoias Reaching the heavens
The Hidden Armageddon army is getting built up π (there are 2 more levels below this)
The Liquid Storages almost all filled up and that pollution resistance factor glow be looking really sick!!!
Another thing i dont think a lot of people might have seen π .
wooooah
Large farmhouse with zipline might be busted with the range
I certainly wasnt expecting that farmhouse to be harvesting green peas
I got that hehe
Merry Christmas!
Playing on the ancient waterways, used like half the map, still transitioning industry area to badwater water wheels, also working on the ENS
got badwater diversion on, the one in the center of the map i just let flow through as there are nothing of note
Also did anyone ever mentioned how science is just food? implication being scientist are just beaver munchings
Closer look at the area with power
More power with badtides
Is there a dam block like the first one you get where it blocks upto half a block?
"Primitive Dam"?
oh that doesnt block full height?
correct, they're the same as a regular dam, just take up more space and require a blueprint
only the floodgate needs a blueprint
Dam!, you're right
iv finally started metal fasteners and can dam this lil river
oh... bad tides... tf am I going to do
stockpile.. irrigate with "towers" and later divert them using floodgates / solid buildings and dams
good luck
Im on the new map
best I could do is block it off over a bad tide but im not exactly sure how here
or I just move all my farms away from that river
where does barreled water come from?
wot
now making the rice fields so they can be welcomed to it
except theres another bad tide...
little early game area
ohh the other coloured beavers are special ones
just double checking does the library also work as a levee
it doesnt say works as levee but then the billboard says if it looks like it would it does so lol
they are made in handicrafter's lodge in basic village infra
also this zipline is not optimal at all
What map is this?
they do not
What water level does the dam upgrade let water through at? Is it basically like a levee?
Iirc it's 1.6 blocks, pretty much a normal dam with a levee beneath it
And what level is the normal dam?
.5 or .6 blocks I don't remember
Thanks
0.65 if it not changed. upgrade adds 1m to it
So i have no choice but to use a floodgate dam if i want higher than that, but lower than a full block
https://darkskies.za.net/~norman/timbertrees/v0.7/enUS_Whitepaws.html is a quick way to answer that. If you search for barreled water, then click on an entry it'll limit the result to only buildings that care about it. If you click β² β / βΌ βΆ / * then it'll filter down to only buildings that produce / consume / both the item in question.
Which shows Handicrafter's Lodge and Assembly Line
thank you
hmm the beavers done quench their thirst with chestnut beer alone...
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
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
I usually keep my bad tide start to like cycle 20/30 just so that I can comfortably enjoy the game...
Am not a guy who's into challenges much so works out nice and gives ample time
You might as well check out maps from map contests! They are usually fun too!!
the map im playing doesnt have much in terms of an easy way to mitigate badwater
hollows
although at the same time theres not many spots where you can set up a city dam without running into issues
ima look through some maps to see if theres a fun one
The pristine lake might be interesting
Aaah right. Now that I look at it. Tbh i haven't tried it so no clue how it works
Also this might help with the progression if you are newer to the faction
Oh im fine so far on progression, got to a little into the first research before wanting to restart
ok checking out pristine lake
Edit Save Difficulty allows you to edit the game settings of an in-progress game
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
set badtide to start like cycle 20
only issue is theres no springs
If you're playing Waterbeavers, then you might as well play a nice map π
They are worth the time for sureee
Weird recipe in the Trade with the Emberpelts balloon: It's called Insect Larvae but it gets you Coal
yea, BalloonCoal RecipeSpec has "DisplayLocKey": "Lapantouflemagic.InsectLarva.PluralDisplayName"
would be cool if you could fully replace a need of water with one of the other liquids like the chestnut beer
I wana roleplay dwarves
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
when theres no water and only beer they will not drink it even when it says it quenches thirst
well, only if the need for beer is filled actually. they will drink beer till that, but not more (as it's not wastable)
otherwise they would drink all of the highest priority drink whenever they get thirsty
ohhhhh ok
also first dam at cycle 5 instead of still trying at like cycle 20 on the other map lol
is smol but dam is dam
Dam is dam... Some wise words right there from the beaver wisdom
Some dam wisdom
Dam good
oh yeah actually knowing what to expect and on a better map definitly makes things easier
can you store barreled water?
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.
ahh ok
I was thinking I could barrel it then store it to store more than I can in my current storages
I want to store water so I can store water
Barreled water can be stored in glorious storages, but u cant convert them back to water (droplet icon)
I think Drinking Fountain can convert it back to water
yeah I thought the drinking fountain was just going to allow only drinking but I think my haulers were also emptying them
Doing that within the same district you will run into the water vanishing loop
Water made from the drinking fountain going back to make barrel water
Yeah I realised that quickly
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.
hold up the only source of plant fibers is the florist?
Idk how I feel about that...
Yes you can!
You loose 10-15 water though, but uh well π π
Im starting to worry how many beavers I have
I thought its only for drinking
Thats why i find lodges to be unnecessary, esp when u have ziplines as they are also houses
ziplines my beloved
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
oh I just noticed triple and quadruple dynamite use 3 dynamite
what do I do with the extra like 100 beavers I have with no jobs?
assuming you not have those yet: foundry, tower upgrades (haulers / builders) or such can take a lot of workers
looking at industries and scaling down population is another (later) option
that's a stage when you need more workers than you get new homes
good to have those 100 i guess
my total bed count is like 350
I have 210 jobs
I just made another dam and like 2/3 my pop just starved lol
might get to 500 or so i'd say. hard to keep all needs with less than 350 soon
well-being?
it was like 21
pumps speed up with work speed
Im having a slight food issue
might help to see if you can go for better foods
which is odd since they all died
easy to run out of food at this stage tbh
yeah I had like 2k excess while I was designing the dam then suddenly none lol
ok well my wellbeing is going back up from 0 so I think its slowly fixing itself
whats a good food around this time
atm im just doing braised cabbage, rice balls and cereal bars
and kimchi whenever its available
not sure rice balls give anything but emergency food
no big farm yet?
that's likely gonna help a lot with the population (they can farm much faster too and ziplines give huge area)
hmm can only plant pumpkin and lotus tho
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
ahh ok
you'd likely want much more sunflower too
that's a nice settlement btw
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??
like badwater from nothing?
yeah the dams 100% clean
it was on for a split second before the power went out and a bunch of badwater appeared
that's very odd
I feel like im such a conservative player with the beavercount, im at argonomic farming with just ~200 beavers
I wanted to keep my pop smaller but everythings a house lol
I only built like 1 lodge at the beginning for haulers, then nothing
All my dam buildings are industrial
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
Yea bc everything is a house is why i dont build just houses
Haulers and builers are with the tower upgrades
ohh yeah true I should prob work on getting medium mines up
Iirc medium mine is like 10 workers with no housing
High temp foundery is 20 workers and no housing
atm its like im either researching or making dynamite
or tar
wait I can do the factory now
fk it we ball
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
I hate making dynamite with that recipe, so i trade with the IT instead
Get rid of saltpeter and nitroglycerin
Its slow, but i just stockpile it before doinga terraforming job
ok first factory down
mmmm
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
anything with a worker will output more related to workers bonus
either way got the pumpkin chips going im at 24 well-being
(solar panels to walking speed!)
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?
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
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
would be cool to have that, yeah
yeah it just didnt really make sense to me that it used to much power just to let a tiny bit of water out
There bamboo later on once you build tree nursery
There bamboo later on once you build tree nursery
Sorry for the double ping... Slow net π«£
Kinda hate the bamboo for being... unbelievably tall
That's why you push it in the corner
And remember you always need more than you think you would need
Ziplines ftw
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
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 π
ok after some mild flooding its placed
oh im stupid I didnt realise I use the library to make library books for more libraries...
damn I didnt realise how much of an upgrade the light to normal gravity battery is
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...
I think the only other way is the advanced sawmill
which you can get without needing to make the half ones
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
yes, but for some reason only the gnawing station was making them. The advanced sawmill was forever at 0%
buut, you're playing on 0.7, so how?
ENS science output is bonkers π
oh, you might like the trebuchet science output π
oh yeah throwing tnt
Endgamebuildings science costs are also bonkers 
yea, I'm watching JC The Beard's series, and science was soooooo slow, until the current phase and now 10k is super quick
if i knew i wouldnβt be confused
Is the saw dust storage in building full??
Or does it have the shiny saw blades?
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
Which version of the mod do you have installed?
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
Hi everyone !
Happy new year ! π
(Sorry I was super busy)
Damn that looks sick π€£
Beaver efficiency π
This map is nice π
On that mayo the best solution is to have a floodgate dam block the cavern where the bad water come from.
With some dynamite and log levees it's not too hard, but you'd need to rush the blueprint, and get metal blocks.
Issue with the game not letting me delete recipes, saves that have it active worth crash. (Cleared in 1.0)
Glorious storage
Iβm enjoying the community map Iβm on atm
Ayeeee! Welcome back and happy new year!!!
Ooh that msg leveled me up. Gonna be a really nice year it seems :P
Hey, is it a known issue with the game crashing when trying to place the tooth grindstone on 1.0?
Not a great idea. It works between districts but within one district that's probably a water deletion engine
I havnt played in a few days but with zip lines I havnt made a second district atm its just one huge one
Happy new year!
aah, and in game you don't see the name because it uses the icon picker
I'll need to remember to check that
By the way, I suppose everyone saw the golden logs sweet m awards ? π
I'm nominated π₯³
I don't think I have any real chance to win since mod is mostly for hardcore weirdos, but it's nice nonetheless π
You're like the OG new faction modder π
(in case it's not clear, it's a community vote)
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
like I had my starting area, then early-mid industrial, now im making a much larger mid-late industrial
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.
Hi, I bought Timberborn on GOG so I cannot download from the steamworkshop. Is there another way to get the Water Beaver mod?
has all dependencies too.
might take some tries to get all dependencies (pretty sure lapan not updated the list). if in doubt game will show little yellow and red marks in mod list if order is off (important!) or something is missing.
@shell fiber lovely new thumbnail for your mod 
"Cry me a BadTide" 
looks like a "prototype version" according to changelog. likely not complete / stable yet
You can also use Mod Manager to grab the smaller stuff
Thanks a lot. In the description on mod.io it is still version 0.6 but the download is 0.7 .
Well there if the teeth grindstone bug that's known now
I could get the last steam achievement so unbelievably easily if WhitePaws was fully working in 1.0 experimental. 500 beavers? A trifle!
You won't even know when you hit that mark lol
What beaver pop do u guys have
Like, the highest one if u have multiple settlements
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!)
These are my current stats
but i think i went upto like 1.2k to stress test things. wasnt really a stress though except for my laptop
Idk if my system can handle that much, is there tips on handling performance
Like path layout and such
Districts also help right?
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
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
Ive always just got the latest Water Beaver version from the workshop, not mod io
Is there a guide to installing it?
Mod Manager might help, as normanr said
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
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?
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 π
I want to play Whitepaws on the 1.0 release, experimental?
I was just playing the 0.7 release
But I cant see this realease on steam
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
Ok Im in \Steam\steamapps\common\Timberborn but there is no \Mods folder
if you are on windows it's the system Documents path (no idea where this is)
Interesting, the folder layout for timberborn isnt universal
I'll have a look and see what I can find, thanks!
\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?
Here the code
for the error
waterbeavers would 6.0 version (mod.io under 'more versions') - you got older steam version here
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
I had a crash, but I couldn't pinpoint if it was waterbeavers. I'll post the report when I get home
I'm waiting till a Steam upload hits to test 1.0, cause I'm lazy and the mod manager isn't updated. XD
Mod Manager is updated (has been for almost a week) π
and the DisplayName of the coal recipe in the Trade with the Emberpelts balloon
Not really a game breaking bug, but just as reminder for your checklist.
- Library hotbox extends underground and even gravity battery hitbox is too much
- extra invisible voxel above the entrance door of the factory..
3 deep crate pile storage not registering in the district crossings
Also if possible, a tunnel with path would be god sent π«£
And maybe tunnels with light just for decoration. Just need some overhead lighting for the long tunnels
Attempting to build the beaver washing machine crashed me
Weird error
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
can you reproduce it?
Vertical nav mesh seems to fix it. Should I remove it and try to reproduce?
Vertical Nav Mesh won't fix the crash
The crash and the path marker mesh messages are unrelated
Hmm, I redid the steps for the crash and it didn't crash
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.
Ah, i think i fixed my unity, it was out of whack for some reason
some scripts were in double
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
@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 π
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
@shell fiber does https://mod.io/g/timberborn/m/grauschweifs-scriptpack work?
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..
i'll take a look
are they compatible from version 0.7 ?
for 0.7: the NeedFavour script is duplicate, so you'd need to remove it from your mod. other scripts should run fine, so you can keep them with 0.7.
it seems to work (i used the steam version of your mod for testing) and got this:
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 π€
but maybe i should try to import the old U7 scripts instead ?π€
well crap, something has changed in how the "bottom matching prefab" system is handled π
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 π
In general, has the u7 to 1.0 upgrade been easier than the u6 to u7 was?
Oh and mods are broken in 1.0 again?
are they ?
New update today.
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?
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
Could the Grand Dam get a larger internal water storage? It seems to fill up way to fast for continuous production
i'll try to keep in mind to look into it, but right now i have more pressing issues to fix
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 π
oh right i have a pinned message for remembering things
All good no rush
@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)```
WellbeingBonusReceiverSpec got renamed to WellbeingBonusSubjectSpec (or WellbeingBonusesSubjectSpec, I'm not sure about the exact spelling)
sorry, not tested since early december and likely not survived, no
also forgot about adding this script to the 1.0..
will try and load current timberborn and see if i can update this week.. so many changed again π
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..
Oh, so much efforts wasted π΅
Thank you !
I'll try to make sure everything is in order in the meantime
@radiant arch i'm an idiot, this had nothing to do with the favorable needs π
this was an issue with missing data on the whitepaws bot π
anyway, the good new is i'm making progress again
but gotta go for now
and we're got a sucessful load π
now i have to figure out how to get the abyss modules fixed π
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
if it works that's nice, isn't it?
I'd take it, the game runs
"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 π
okay, at last fixed the two big abyss modules...that was quite a pain.
now let's get the reactor to snap on nicely
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
you mean the favorable needs ?
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
so the fix on mod.io is only for the "more water per voxel" "swimspeed" and the fixed water source ?
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
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 π
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 ! π―
let's get this uploaded real quick
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 ?
i can see the mod and click 'subscribe' in browser, using your link, but can't find the mod (yet?) from within steam otherwise
it takes a little while to download i think
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.
@shell fiber This -may- be caused by the custom map I loaded. I'll keep you posted.
That happens sometimes, I think some base game trees are 2-tall and they get replaced by erverblossoms that are 3-tall
Or something like that
Yeah. It is fine. π
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.
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.
I love that the relics glow!!!
I see, yes that's the need broken teeth that has been renamed chipped teeth. I guess backwards compatibility is not good enough π
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
They have no manual power but they have a wind turbine thing for those cases
Where? Not under power unless I am missing it.
Can you point me to the correct file or subfolder?
nevermind. I think I found it.
5 hits for brokenteeth
Fixed and verified working in-game.
@shell fiber What happened to the crane?
2nd missing item, or removed?
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).
I've had the same crash, I've yet to reproduce it
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?
I never bothered running the math, but I doubt it.
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?
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 π€
Oh. Can you show the error message ?
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
In principle you should be able to just take the latest version, it should be backward compatible
This seems correct though π€
leme split it
You shouldn't have to split anything π€
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
I am now getting this crash now
Can confirm this is still a thing right now -- subscribed via web browser, but there's nothing 'findable' in Steam proper
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)
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
Im stuck on this
moddabletoolgroups is causing an issue it seems
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
uhh
I need to clean it up but
this gets me to the menu but crashes on loading up a new map
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
ahhh, can't help you on that one, but you seem to know what to do π
yeah its just manually putting them in the mod folder
Not too bad then
I match your configuration (plus a lot more) besides those items, so hopefully that'll get you moving
Odd.... I'm definitely running that version:
i just did it through steam maybe its slightly ahead
also validating files
ok "should" be the same
Good luck!
oh it works noice thanks
No problem, glad it's working for you
although the map I chose idk if it will be possible lol
XD
Timberpunk2
Oh no, you're screwed
theres no water....
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
I don't have time to pair down all of my mods right now, so I'll check those later
First playthrough finally finished (at least wonder set off) π
something about brokenteeth not present in dictionary>
Is that happening for you as well?
yeah it just did it
Oh cool, that means I don't have to spend two hours meticulously going through every mod π
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
Did you install them manually, or with Mod Manager?
manually, from what I know there is no mod manager that does it automatically from mod.io
or through steam
It's in your screenshots, just disabled,
oh yeah no Im not using that atm
It's probably the easiest way to get and keep updated for the smaller mods. It's not great for the larger ones, unfortunately.
yeah just atm seeing as Zeta and I are having the same issue I think its a mod thing that needs patchingf
yes, NoxBestia found a fix for it up here: #1070709592176197642 message
I think BrokenTeeth --> ChippedTeeth is the required change
oh so just go into the files and change it to chipped teeth?
ah
im not sure what file that would be tho...
There are 5 files shown in the screenshot. I'd guess those ones?
oh those are file paths.... yeah ok ima check it out
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.
ok seems fine now
little hard to read
hmm
@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.
yeah I found it
That fixes it on my end too, of course
I'm getting increasingly confused at your discussion I have no idea what version you're trying to loadπ
(I was thinking 0.7 but chipped teeth is clearly 1.0)
And sorry for not being able to help today, I'm outside
Yes, those are leftovers from when I upgraded
I'll try to push an update for the chipped teeth issue from my tablet if I can, that doesn't require unity
It's 1.0 in this case :).
@shell fiber (or anyone who knows) what files define and control the brambles? I want to try to make them climb.
I was on release version but needed experimental, besides a few little things periodically it runs fine.
that's possible now? hmm.. Buildings/Whitepaws Faction/Plants/WildBrambles.blueprint.json defines brambles, or Brambles.blueprint.json for the domesticated type in 1.0 version
I'm not certain, but I thought I came across such a thing once.
I am guessing by the color a texture is not referenced correctly.
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.
mod isn't complete yet for 1.0 and many small things (like smoke / water effects) seem fully untouched so far.
Understood. Just trying to be helpful and document what I find. I assumed that was the phase Lapan is in?
BTW, the 70Β° and the 45Β° do place without crashing, so that is good.
Suits with the water beavers colour theme :P
it's just a wine cannon instead of water
Crashed. Reloaded. Crashed. I do not know what was going on to cause the crash. I was just observing.
EDIT: I traced the little guy triggering the crash. He is building the Zipline Station. Image here: #1070709592176197642 message
And this is back. The second image is where it was.
Exception thrown while ticking ... 'BeaverAdult Gnonu'?
Here is what is being built to crash it.
I traced the guy.
Is this an 0.7 save loaded with 1.0?
Nope. Started this in 1.0
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
weird that a zipline station would have workers at all...
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)
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)
And remove the hauling tower completely! More space to put RPGs
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.
Maybe it's grape juice!
i think there's a mod from Luke that does that π€
the particle material was just empty, update to 1.0 shook some things loose π
but that's fixed now
reproducible spec still only takes one probability value as argument, no change allowing to climb up/down or jump
that's odd, let me look into this
okay, found the issue, just forgot to name the particle attachment
grumpf... i need to look into this, there's some weird stuff happening with the ropestairs too π€
i figured i could combine both, but maybe i got disturbed in the process and forgot to test it π€
okay well, can't get it to work.
that will be a regular zipline station then π
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.)
oh wait, yeah you're right, it should work π€
@shell fiber My guess is that this is just an x/y value off by one. When you fix it, please met me know if I am right.
ah, i think it was missing "enterable spec"π€
oh, yeah, right. the transforms are a pain in the $$$ with the new editor, but i'll probably manage
I hope it is that easy!
@shell fiber Did you see my older questions about the windmill and the crane?
Both appear to be missing.
windmill ? the power generating ones ? i didn't port them since at least u6 π€
and the rappelling crane is gone yes, was causing issues with trees that i just couldn't fix
if you mean the steam vent, there is one π
I didn't learn about the cranes until u7. π
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.
I do not. For cases when there is no moving water or geothermal. #1070709592176197642 message
well shit, i tried to remove the hauler only upgrade and make the zipline backward compatible and now it just crashes π
and i roll back, and it still crashes... π
and what are people supposed to do with other factions then ?
all of the power generating stuff cost science right ?
They have hamster wheels or capstan-power
The manual labor ones are known by default.
isn't the smallest battery science-free?
yes but building / razing batteries for me is kind of an exploit π€
water beavers are the only faction that can't power on no-flow maps.. sounds like a feature to me π
tbh i don't know if i should consider this kind of lunatic map as a real possibility π€
Well... I made one, but then I am quite insane. π
is that the map some people were talking about this weekend ? with nearly no clean water ?
I have made maps with no clean water. It is all mixed abd has to be filtered, but I don't think I shared any of them.
Other people make them too.
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)
okay, i found the issue.
somehow the tunnel prefab had lost the name of the thing it was supposed to put under itself π
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 π) and not super fond either of the hamster wheel either
i could go with a capstan like thing, but severely nerfedd
Understood. Bobbing made a treadmill for his LeafCoats.
like maybe 4 beavers making 40hp or so
very nerfed too
yeah, i saw, pretty cool ngl π
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 ?
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.
would work to get to nephs and gas and slowly build flows with dynamite and all?
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?
I play with seeps a lot. Put one high up and let players blast a ditch and one can make their own rivers on a map.
You got all the achievements right? Was this one not a total pain? /laughs
I'm working on my last achievement; a no brainer for WhitePaws. 500+ population.
I'm getting there. I just unlocked balloons.
no, it's meant to be tradable somewhat easily
waiting for whitepaws. 2k power from wheels.. laughable! -> for achievement
oh, wait.. not water wheels but power wheels???
Those are manual wheels. I complained the whole time I was doing it.
easy still.. solar power is wheels π
ah, yes
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 π€
not like it would be needed, but might fit in somewhat
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 π
yeah.. no.. not likely haha
well, that's good enough for me today π
was there anything else in need of fixing ?
oh, maybe let's try to add your scripts see if anything explodes
beaver water wheel instead of beaver power wheel?
I like my unified power. All from the good water wheels.
i know i wont make it.. but now i want a super oversized primitive walking wheel to have 10s of beavers lift a tiny amount of water 3 or 4 tiles up.. just enough to give minimal power..
would finally give meaning to all the lazy bums and extra bots late game too π
hmm... manual water mover is not really doable, i had a try a long time ago, but the water mover really expect to be fed mechanical power from outside
you can maybe make it both produce and consume, but that's awkward
@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 ?
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
it's working just fine for now, amazing !π
@radiant arch I noticed your scripts in mods. Do they do anything for WhitePaws?
0.7 had them basically, so only a copy for those and 1.0 upgrades, so others can use them too if needed
might conflict with 0.7 whitepaws as they have same copy of one script
But they are needed for 1.0?
