#Water Beaver Overhaul

1 messages Β· Page 57 of 1

west yarrow
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and the baloons...

storm prawn
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Wont show those until an elevator to the abyss is built. See #1070709592176197642 message

It's just like the acquifer drills not being available on maps without any aquifers

shell fiber
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Thank you guys for debugging the text issue for me, that would have taken me a while

radiant arch
still frigate
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a new crash

@shell fiber
Steps that led to it:

  • I had built a water tower where I wanted a forester (just woke up, brain foggy)
  • deleted said water tower, which did have water already
  • placed forester where it was.
  • selected highest priority and drug mouse over the area to cleanup remains, as I always do
  • selection did include the gatherer cottage right beside the forester.

I've no clue what exactly triggered this in that process; it is a standard operating procedure for me that I do all the time.

woeful sun
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Seems to be TimberCommons releated

still frigate
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It didn't repeat after a reload and repeat of the scenario. I must have glitched it just right.

woeful sun
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mmm

still frigate
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Nox's Sawdust Regulation Script

I got tired of trying to regulate my sawdust usage. Either not enough for paper and stuff, or too much and plank production shuts down. So here is a script that switches mushroom recipes between slow and fast to regulate supplies. The trigger number may need adjusted to your preference.

Hope this makes someone's game a bit more fun.

condition:(ge (sig District.ResourceStock.Sawdust) 10000)
action:(act Manufactory.SetRecipe 'Mushrooms2')

condition:(lt (sig District.ResourceStock.Sawdust) 10000)
action:(act Manufactory.SetRecipe 'Mushrooms1')```
still frigate
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After running that script a bit I changed it to 20000 (200 units).

radiant arch
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isn't that expensive if you need to switch often?

still frigate
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When it swithces back the previous one resumes where it was.

radiant arch
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pending recipe ingredients aren't lost anymore?

still frigate
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Not sure when that changed, but a welcome change.

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Got me paranoid that I was imagining it, so I checked manually.

  • slow recipe
  • fast recipe
  • back to slow

It -did- reset. So, yes, this script is much less valuable now. πŸ™

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I know there were things I would switch and then they would go back to where they were... hrm...

When I figure out what I'll let you know.

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If your numbers aren't on the edge and switching often, then it has more value.

shell fiber
cloud flax
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Automation mod i believe

radiant arch
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yeah, the one by igor. has a small icon on each building that opens popup to set those rules.

lucid flame
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Question, is there a trick to getting the gravity batteries to raise back up?

cloud flax
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More power generation than consumption

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Should work like normal gravity batteries

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You can maybe also consider the smart power mod

shell fiber
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Oh. That seems a bit complicated for the average fool πŸ˜•

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I could figure it out but if people have to deal with ghost dependencies and code is not good.
If I could engrain the logic in a building directly that would be neat, but otherwise... Not so much

still frigate
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I make most of my scripts with the constructor, to be honest.

wary panther
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Why should only the beavers experience suffering?

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But yeah, Automation is pretty key with whitepaws, since you only get simple over-the-top floodgates, and have to reconfigure them all over every season to route between irrigation/drainage/diversion

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so I usually end up witha linked network of automation triggers so certain floodgates are masters for a set of downstream reactions

still frigate
# shell fiber Oh. That seems a bit complicated for the average fool πŸ˜•

Here is recreating my sawdust script (rather than just copying it).

  • chose signal and conditional (>= 200 in this case)
  • selection actions
  • save rule (single button not shown)
  • duplicate rule (single button not shown)
  • invert duplicated rule (single button not shown)
  • modify action for duplicated rule (dropdown not shown)
  • save result

OOPS!: I didn't capture the image after clicking invert.

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I put them up here in a copy paste format for importing and exporting.
(there are buttons for that as well)

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Correct image after clicking invert.

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It is so easy even this old man can do it. (Pretend I don't have a bachelor degree in computer science & information systems management πŸ˜› )

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It's from 1996. One of the language I learned was COBOL 80 ffs!

wary panther
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You already showed your age (and good taste), you picked the lisp dialect instead of the pythonic one

woeful sun
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I think LISP was the default dialect, Python came later (and is maybe the default going forwards?)

still frigate
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I should probably take the time to learn python some day.

Once one knows how to program in two or 3 languages it mostly becomes learning the quarks and syntax of a new language; you already have the foundation.

woeful sun
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The quarks, mmm, I suppose that they are the fundamental building blocks, so it makes sense πŸ˜›

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but yea, for most infix languages (c, c++, pascal, java, python, vb, ruby, c#, etc), they look 80% the same

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LISP is just ... so different

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like Prolog or Erlang

still frigate
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I learned (in chronological order even) PetBASIC, Turbo Pascal, C++, COBOL 80... then - many years later - visual basic.net. Between that was a lot of scripting.

woeful sun
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similar, if I remember correcly: basica/gwbasic, logo, x86 assembly, pascal, vb, java, c/c++, vb.net, python, c#, cil, go

still frigate
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Nice

woeful sun
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I never got to control a physical turtle from logo, I saw my first one a couple of years ago at a Vintage Computer Festival

still frigate
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I played with turtle graphics on the Commodore 64 with a program I typed in from RUN Magazine. /laughs

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Oh, I did NOT make this easy on myself. /laughs

still frigate
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A great tower of metal at the top of the map, all at different heigts to make it look the same-ish height, with a hidden, slightly covered, underground ruin for abyssal explorations.

still frigate
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@shell fiber looks like we have a missing texture here.

EDIT: the bad texture only shows up when the water is deep. As levels went down in a drought the pink went away.

naive tide
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Is that a WhitePaws building perchance?

still frigate
naive tide
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Yeh I figured that as soon as I typed that XP

still frigate
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It is sorta equivalent to a hybrid between the sluice and the mechanical pump. It is a free unlock that wants power.

still frigate
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On day 659 (Cycle 33, day 5) I finally built a lotus farm that I was happy with and fairly certain would not suffer contamination.

The lack of methane has really held me back, but I got a lot of other stuff done while blasting this out and making sure the water to it would be filtered.

cloud flax
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Am I the o ly one who rarely uses pit and latted lodges 🫣

still frigate
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I love them! They are so good for so many things, especially getting down a long way like this. Most of those hold water.

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In this case 3 haulers, 1 builder and 6 double-high water tanks.

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Since they are top accessed and liquid tanks don't have side doors they are perfect for blocking the drain in this badwater pool

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But as you can see, the majority are not pit & ladder structures.

abstract vector
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They make great corners if you're trying to make a L dam

still frigate
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We are way underpowered. 50% to 66% available power. I have to turn things off and leave them dormant unless I really need what they provide.

The high half has lots of geothermal (which is really nerfed with this clan) but almost no water flow. The bottom half has little or no geothermal, but great flow for waterwheels. All geothermal combined is giving 800 power. Just one large water wheel in the lowlands and it nearly does the same duty. Currently working on getting them together and finishing a second water wheel.

livid zephyr
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have managed to get 4 solar arrays up and running w/o a Foundry built yet πŸ˜›

cloud flax
# still frigate

I usually would just build stairs if not ladders 🫣
I just try to keep pop to the min possible. Though I don't know how I will plan for seeps

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And we got a whitepaws geo thermal plant?

still frigate
cloud flax
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We fs need adv. Geotherm it seems. New blueprint for it maybe?

still frigate
still frigate
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The colony seriously needs to faceplant some beavers into pure water.

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@shell fiber bad water this time.

radiant arch
still frigate
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Nope. I had to expose them to bad water to setup a bad water removal pump.

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This entire cluster duck was imagined up to let beavers into the dam drain house without exposing them to bad water. Bu because of mistakes I made, the cost in contamination to make it was brutal.

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Having the door on the exit side is great when filtering for clean water. But doom and gloom otherwise.

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Would have been easier if I didn't put the whole mess under thr ancient aqueduct waterfall. My poor planning there.

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The greater colony is doing rather well. I need to think of a new name for this map though.

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Seeping Desert doesn't fit.

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On the shores of Wolfpaw Lake or Beyond the Great Fault are both contenders, but my brain is nagging at me that I can do better.

livid zephyr
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the sawblades yearn for freedom

high light
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I've been away for about a week so apologies if this is something known (seems other are running fine right now). white paws v6.0.6 from steam, all mods up to date I believe

radiant arch
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not sure steam is up to date yet / might need to re-subscribe to force download

woeful sun
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Or use Steam Update Buttons

high light
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unsubscribing and resubscribing forced it to update to 6.0.9 and it is now working, cheers!

still frigate
woeful sun
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Yep, I have a plan to try and do something similar with Mod Manager (show when updates are available on the main menu button)

still frigate
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I don't use mod.io but if I did that would be sweet.

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Rather than be smart and use the already made one I gifted to the map, I had to tap the other one. But with this, I have all the blueprints done except the two ENS ones.

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And one of the ENS ones told me I'm not making spicy sodas yet.

Brambles and water. Hrmmmm? Some sort of root beer?

still frigate
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I must learn patience.

livid zephyr
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did my first thing from the ENS with 1 person in there haha

still frigate
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@shell fiber I jsut realzied the logging loft comes in too high also.

nova crescent
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@shell fiber
Placing bot factory crashes the game.

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

Timberborn.Particles.ParticlesCache.CreateParticleAttachments (System.Collections.Generic.IEnumerable1[T] attachmentIds) (at <8bc52947987a44fb84b5082aa6f663c5>:0) Timberborn.Particles.ParticlesCache.GetParticlesRunner (System.Collections.Generic.IList1[T] attachmentIds) (at <8bc52947987a44fb84b5082aa6f663c5>:0)
Timberborn.BotUpkeep.BotManufactoryAnimationController.InitializeEntity () (at <41672b7cda1849a1b4376f2e21e77e16>:0)
Timberborn.EntitySystem.EntityComponent.Initialize () (at <9da0bc27436b4eddbee1c9e51240a029>:0)
Timberborn.EntitySystem.EntityComponent.InitializeIfUninitialized () (at <9da0bc27436b4eddbee1c9e51240a029>:0)
Timberborn.EntitySystem.EntityComponent.Start () (at <9da0bc27436b4eddbee1c9e51240a029>:0)
Timberborn.BaseComponentSystem.BaseComponentUnityAdapter.Start () (at <3aa258505fb545349ccf2b123764073c>:0)

shell fiber
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Hi !
Sorry guys, I don't think I'll have much time to mod this week.
At best I'll try to fix the jail crash by editing the text for the beaver jail, and whatever trivial fix can be done in five minutes

still frigate
shell fiber
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The logging loft is also fairly easy

still frigate
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You are really that close to having all the major bugs knocked out.

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Hot storage and the bot assembler are the last two things that crash the game, I believe! πŸ™‚

nova crescent
still frigate
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Yeah, I'm not trying to rush you. I am praising all you have accomplished.
@shell fiber

still frigate
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"Advanced Warm Storage"

nova crescent
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Ahh. Not yet unlocked that one. πŸ˜‚
You guys have found all the bugs for 1.0. πŸ‘πŸ‘ Awesome.

still frigate
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I tried to make sure I didn't miss any. I missed a lot for U7.

still frigate
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Does anyone know whether the grand dam can cope with mixed water or not? Does it shut down at any level of contamination less than 100% and if so, what is that cutoff?

still frigate
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One river, 3 contamination levels. I would have expected them to mix better by this point. I guess it's not -that- far.

still frigate
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And on this 828th day of the colony (Cycle 41, day 10), research and duplication of the ENS blueprints has been completed!!!

livid zephyr
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idk if this was intentional or not, but everything the clinic makes doesnt have anywhere to be stored other than at the clinic

still frigate
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I was confused by that in U7 and had to ask.

shell fiber
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yes, because making it also generates science (as you'd expect for having specialists actively working on curing diseases) i made it unstorable so that people can't just build a massive stash of it to generate science.
and actually the red cross you see is the hidden building that can store them, otherwise the game crashes πŸ˜‰
but i think it cost one million logs and stores one item πŸ€ͺ

shell fiber
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oh, i just saw an update dropped

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UnderstructureConstraint no longer hides a building if the understructure can be built by the player, which only matters for mods, for now. well that solves one problem

still frigate
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The changelog looks benign enough.

shell fiber
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there's some weird thing happening with the shaft sound emitter script, i'm looking into it now

still frigate
shell fiber
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let's hope, although that might be like the delivery priority issue, as long as it's not an issue for the base game...

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but i thing enough people have mods adding complicated reciepes (bento boxes, berry pies etc) that they might consider it anyway

shell fiber
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i'll go back to work now, tell me is everythign is working πŸ‘

still frigate
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I'll update and load into my testing game. What all am I checking?

nova crescent
still frigate
# shell fiber

based on last known issues:

  • Bot assembler still crashing
  • MAJOR: localization text still has strikethrough: Jailed beavers will no longer need drinks, food, sleep, shelter nor cleaning until they <s>have learned their lesson</s> feel better.",792
  • logging loft in correct place
  • advanced warm storage working!
  • nuclear reactor shows again!
    I hope I didn't miss any.

(I did not test bananas)

shell fiber
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ah, right, the text

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well, here we go again

shell fiber
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i felt that it uploaded unusually fast...

still frigate
still frigate
shell fiber
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uploading now

still frigate
#

Updating now...

shell fiber
still frigate
# shell fiber

Bananas are fixed! Yay!!!
Text is correct.
Bot assembler is working.

ALL known bugs are resolved.

remaining todo: animation for airship.

shell fiber
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i didn't touch bananas πŸ˜…

still frigate
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There is even a little harvesting in progress crate in there.

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@shell fiber A grand celebration is in order, I would think. Cheers! πŸ₯‚

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You never even got U7 this happy did you?

shell fiber
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i had got U7 pretty close to completion, so... maybeπŸ˜…

still frigate
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I was AWOL for a few weeks near the end of U7...

shell fiber
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okay, gotta go for today ! see you !

still frigate
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Have a good one!

ionic swift
ionic swift
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thanks @nova crescent for the ping πŸ˜›

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would be nice if you could test to see if it's actually fixed

high light
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@shell fiber and @storm gulch studying together in the ENS

still frigate
shell fiber
livid zephyr
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had a good chuckle at that one

abstract vector
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Is it time to let JC know that water beavers should be ready for a playthrough?

high light
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He was here a few days ago asking and was informed

still frigate
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I have tested it as thoroughtly as I am able. I can't guarantee 100% of the critical bugs are found, but I believe they have been. I am on a second start-to-end playthrough, this time without dev commands.

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@shell fiber Here is another example of the scripting power and ease of @scarlet pelican's automation mod.

data source:

  • I place a water gauge then click signals.
  • From the three values, I name one for my signal and save (image 1)

actual script on the floodgate dam:

  • I "create rule via constructor" and select my custom signal from the dropdown. (image 2)
  • I select >= 0.1 (aka 10% contamination) and set the gate height to "0".
  • I click duplicate then click invert
  • I set the gate height to 0.85. (image 3)

VoilΓ Β ! I now have a script to drain the bad water away. No real programming knowledge necessary if one understands basic logic.

Figuring out that 0.1 = 10% was the hardest part of this whole script.

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An importable version:

action:(act Floodgate.SetHeight 0)

condition:(lt (sig Signals.NOXcontamination1) 10)
action:(act Floodgate.SetHeight 85)```
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importable version for the signal part of the stream gauge:

action:(act Signals.Set 'NOXcontamination1' (sig StreamGauge.Contamination))```
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@shell fiber

minor bug: two pointer statues

Shouldn't there be a 4th statue, not just 3, or is my memory once again playing tricks on me? The two pointers also have different values when one hovers over them. It seems like a single statue entry has been accidently split into two entities.

woeful sun
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huh, timbertrees sees the same:

  Pointer Statue [200βš›οΈ]:
    β–Ά 10 Logs
    β–Ά 50 Metal blocks
    β–Ά 5 Planks
    β–Ά 30 Gold Dust
    β–Ό Basic needs: Severe Injury within 3 tiles
    β–Ό Basic needs: Major Burns within 3 tiles
    β–Ό Basic needs: Severe Disease within 3 tiles
  Pointer Statue [200βš›οΈ]:
    β–Ά 10 Logs
    β–Ά 50 Metal blocks
    β–Ά 5 Planks
    β–Ά 30 Gold Dust
    β–² Awe: Pointer Statue within 3 tiles
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What different values did you see?

still frigate
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Probably a very easy fix.

still frigate
woeful sun
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It's called Statue_PAIN internally

nova crescent
still frigate
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Yeah, but it should not be two separate items.

bold aurora
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Fantastic mod. Thanks for your hard work. Currently in cycle 55 of my first play through.

I just encountered a null reference exception that crashed the game. I don't know for sure, but it may have to do with the top tier piles. I had recently built them, and I think it happened when a beaver tried to put something in it.

UnityEngine.Bindings.ThrowHelper.ThrowNullReferenceException (System.Object obj) (at <2cb30b38bb7f4a96bca7e68d6a9bf6fe>:0)
UnityEngine.Transform.get_localPosition () (at <2cb30b38bb7f4a96bca7e68d6a9bf6fe>:0)
IgorZ.TimberCommons.Stockpiles.GoodAmountTransformHeight.UpdateTargetHeight (IgorZ.TimberCommons.Stockpiles.GoodAmountTransformHeight+HeightSpec spec) (at R:/TimberbornMods/TimberCommons/Stockpiles/GoodAmountTransformHeight.cs:83)
IgorZ.TimberCommons.Stockpiles.GoodAmountTransformHeight.OnInventoryChanged (System.Object sender, Timberborn.InventorySystem.InventoryChangedEventArgs e) (at R:/TimberbornMods/TimberCommons/Stockpiles/GoodAmountTransformHeight.cs:74) ```
> Had to truncate the exception to fit, but I believe this is the important part
still frigate
bold aurora
still frigate
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Is this a 1-off error or does it happen every time? The part of the log you copied isn't even this specific mod, but TimberCommons. I know I've had 1-off crashes that couldn't be repeated and haven't happened again.

Beyond that, I'll have to leave it to more skilled people to diagnose. I'm just a tester.

bold aurora
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Let me check, I was going to take this as a chance to put the game down and go to bed at a decent hour for once. πŸ˜†

still frigate
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That never happens. πŸ˜›

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42?! I -really- need to pay better attention to what I am doing.

naive tide
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The secret to agronomy is 42

still frigate
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Well, I guess I have no excuses for not making advanced food stuffs.

naive tide
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That's about the best thing I've said in this whole server 🀭

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easily the silliest

still frigate
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Mr. Adams would have approved, I am sure.

naive tide
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you also know hitchhiker's guide to the galaxy I see

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Cultured :3

still frigate
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A bit of trivia. He occasionally wrote for Doctor Who.

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But yes, I have read all 5 books in the trilogy.

naive tide
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yep! (was it during the early eras where a bunch of episodes are missing?)

still frigate
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No, more around the Tom Baker era (70s), I believe.

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Yep. Looked it up.
Douglas Adams served as script editor for Doctor Who Season 17 and wrote three primary stories featuring the Fourth Doctor (Tom Baker): "The Pirate Planet" (1978), "City of Death" (1979), and the famously unfinished "Shada" (1979). His contributions are noted for their witty, sci-fi humor, heavily influencing the show's tone during his tenure,

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Missing episodes are all 60s era stuff. William Hartnell and Patrick Troughton. There was a bit of missing Jon Pertwee stuff but it has all been recovered.

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I know this is waaaay off topic, but it was too clever to ignore... and David Bradley made a great Doctor #1

bold aurora
still frigate
livid zephyr
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am I crazy for building a container for the wonder out of dirt?

still frigate
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At 1,000 dirt per block, yes. πŸ˜›

bold aurora
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Go big or go home right

livid zephyr
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will be sling lots of rocks and metal blocks to keep drills diggin

still frigate
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I need to get better power setup. Every drought just kills my industry. I go from over 5,000 hp to 800 hp during a drought and it takes 2-3 days after the drought for my power to build back up.

still frigate
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But I need them!

livid zephyr
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with well being near 100, have seen my solar arrays pulling in 900+ power

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just sayin

still frigate
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Current needs are a wee bit higher.

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And I have some things shutdown to save power.

bold aurora
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Methane & Solar get me through droughts with no issue.

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This is without my methane generators running

still frigate
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I -should- setup methane.

bold aurora
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It's actually pretty efficient, I seem to always have a full storage container of methane. With just two fermentation barrels.

shell fiber
bold aurora
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The methane generators may be too powerful to be honest.

still frigate
bold aurora
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You could probably run purely on methane lol

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Need to power a single building that requires 50bp? Use 2 methane generators just because lol

shell fiber
still frigate
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Overpowered would be if it were so good that I never went nuclear.

bold aurora
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2 of them are close to the small nuclear generator

still frigate
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Ture, but I generally call the 2,500 for the small nuclear underpowered, rather than these overpowered.

just one of my waterwheels is putting out nearly 700.

bold aurora
still frigate
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I had to go into dev mode to look at my "accessible" bad water source. It is only strength 1. I usually have them much stronger.

My inaccessible ones are strength 6, strength 0.666, and strength 3.

I guess the strength 3 could be accessed.

All other bad water is from seeps and pipes.

woeful sun
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Missing translations:

  • Template: WoodenStairs: Building.WoodenStairs.DisplayName
  • Recipe: BachelorInHoomanities: Lapantouflemagic.BachelorInHoomanities.DisplayName
  • Engine.WhitePaws: Lapantouflemagic.NEWEngine.DisplayName
  • BlockObjectToolGroupSpec: Shafts: sprites/Whitepaws Sprites/Buildings/PowerShaftHorizontalStraight (this is because the NameLocKey has the Icon path, not the NameLocKey)
  • Recipe: BombToss: Lapantouflemagic.KABOOM.DisplayName
still frigate
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And calling my "accessible" one accessible is a bit of a stretch. It comes out here, but is actually deeper underground (roughly where the circle is) and would have to be blasted to be exposed.

woeful sun
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Need blueprint parse warnings:

beaver.hunger NeedSpec.StartingValue: float vs int
beaver.thirst NeedSpec.StartingValue: float vs int
still frigate
still frigate
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It is things like this that distract me and cause me to have 42 bachelor degrees in a box. πŸ˜›

still frigate
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I'm mostly sane in the blueprints area:

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I got carried away with the ENS. I am not going to be making 17 more of them.

bold aurora
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I try to keep mine on comic books, and only make enough blueprints for what I think I would need for the entire play through.

still frigate
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Sitting here wondering what is taking so long and I see I forgot a critical part...

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A good reason to always have at least 2 ENS. I prefer 4+ myself, but I haven't allocated a place for the next 2.

woeful sun
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nit: there's a typo in ToolGroup.AdvancedBuidlings, and technically all of the files could be named BlockObjectToolGroup, not plain ToolGroup.

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The game doesn't care about the filenames, but I haven't fixed timbertrees to (not care) yet.

woeful sun
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or if the building refuses to run, which outputs are full

still frigate
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Yeah. That very thing was what led to my sawdust script yesterday.

woeful sun
still frigate
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refreshed! I've been using it a lot more this playthrough.

woeful sun
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Do you use "Tool Finder" or "Omni Bar & Todo List"?

still frigate
#

tool finder

still frigate
# bold aurora

Those 4 give me just enough during a drought.

Now to automate them...

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There. Now I wont be wasting methane.

shell fiber
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tell me if you think they are overpowered / underconsumming too

still frigate
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Or whenever I am awake again. /laughs

cloud flax
cloud flax
cloud flax
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Btw would it be possible to have a dirtblock building with 2 different recipies?

shell fiber
cloud flax
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No no no

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I was thinking about the terrafoming

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And I was like let there be the 1000 dirt block dirt
But there could be another recipe which uses whatever res you get once you demolish a tunnel (waste rocks, dirt, iron, coal with some additional binding materials) and compress them to a dirt block (a new resource) that can be used for the new dirt block building

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Hot nuclear press might be a good building to do it maybe 🫣

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Locks it away pretty far down in tech tree

shell fiber
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Hmm... That's not too bad of an idea πŸ€”

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But the original idea was also to not let people rework the entire map as they always do...

cloud flax
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Tbh, you can still make it expensive by requiring let's say 1/0.1 nuclear fuel per block and maybe make the building consume like 10/20k power. It's just that once you reach like end game like I did, at cycle 80/90 i think we deserve that creative freedom to terraform a bit more fast than builders taking ages to build a single dirt block

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And at that stage, dirt is still much better used for hand panning to get gold dust so that I can create my gold fenced beaver praying area with all the beaver statues

cloud flax
radiant arch
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but i believe that's around the limit it goes to without big effort

shell fiber
radiant arch
#

currently the fastest strategy i could find was dynamite science from trebuchet to burn metal and thus create huge amount of dirt. easily replaced ENS, but very end/ post game for science..

livid zephyr
cloud flax
radiant arch
#

though i basically only started terraforming around 50th cycle when gold need dropped to almost none - wanted to make a floating bath for the wonder πŸ™‚ (had to trick some using levee as filler, for that 5x5x6 bath needed a lot of dirt blocks.. )

#

and relied on getting rid of drill output fast enough to keep up (had 2 or 3 dirt balloons, 2 dirt abyss mines and 4+ drills i believe). gave a decent, yet slow output

#

oh.. might have made couple of 100s .. technically would have needed 500?? around 1 per day makes sense i guess.. ThinkingFT well, whatever WorkHardFT

cloud flax
#

I think I got around only 100 gold bars total...

#

I was wanting to have like 180 atleast to fill up atleast 1 pole but then 1.0 released

#

Oh also like the simple screw press building, like 2/3 of them i found usually to be more than enough for even end late game oil production atleast for me.

So maybe if you don't wanna change much, you could actually use the nuclear press for pressing ores and dirt into dirt blocks

still frigate
# still frigate I don't think they are overpowered. As for fuel usage... I'd need to compare wi...

@shell fiber

The IronTeeth steam engine burns 0.1 logs and 0.3 water an hour to give 400 hp. So that is 0.25 logs and 0.75 water an hour to give 1000 and match the methane power.

So, in short, I do not think it is overpowered and its fuel use seems okay.

I do reiterate that I think the small nuclear power is underpowered. I'd double it to 5,000 at minimum.

I'm gonna take the time and get the sane data for EmberPelts since they have multiple levels of combustion power.

cloud flax
#

Wait methanw engine generates 1k power?? I thought it only generated 300

shell fiber
cloud flax
#

Yeah I only ever used it once to test lol

#

But 1k is a nice decent amount to be considered useful honestly

shell fiber
#

oooh, the old placeholder text πŸ˜…

still frigate
#

I thought that was intentional.

cloud flax
#

Same lol

#

Since we do have nice mid game power options maybe finally it's time to add the power connection to ENS too :P

still frigate
#

I came up with a better name for my map and gave it a bit more flavor text.

I have also done some tweaks to it to prevent the ancient aqueduct from breaking in a WhitePaws game. I also gave the player just a touch more scrap metal, fixed a couple of mistakes, and added a bit more vanity decoration on the side.

still frigate
still frigate
# still frigate <@542299373606928384> The IronTeeth steam engine burns 0.1 logs and 0.3 water ...

@shell fiber

These are the three power engines for the EmberPelts.

  • Four small ones burns 0.24 logs and 0.8 water an hour to give 1000 and match the methane power.
  • the medium one burns charcoal
    • first you have make that in a kiln with a 200 science unlock
    • 3 logs give you two charcoal per hour
    • Two of these use 0.12 charcoal and 0.78 water per hour to give the 1000 power to match the methane power. That is 16 2/3 hours for 3 logs vs 12 hours for 3 logs in the four small ones.
  • The large one burns fuel
    • first you have to unlock the refinery.
    • Corn is the most efficient resource for making fuel. 2 corn and 3 water make 50 fuel at the rate of 10/hour.
    • Β½ a unit of fuel per hour gives 1000 power.
    • 50 fuel (2 corn 3 water) gives 100 hours of power. This is incredibly cheap in my opinion.

I hope all of this helps.

cloud flax
#

Our performance got cancelled sadly so now I got some free time. Might check out how tutorial system works and hopefully atleast create some skeleton

shell fiber
still frigate
#

Excellent point.

cloud flax
#

and water beavers have like all possible varieties of power esp if you plan on making something advanced for geothermal power too. Or was the engine supposed to counteract the need for water wheels in maps without flowing water

#

hmmm, all my tutorials are coming like this without any task.... i can just press continue and get through it without doing anything at all. is that how the tutorials supposed to be? or is it any mods affecting maybe?

still frigate
#

I honestly have no clue.

valid salmon
#

Hmm, my game breaks when I load up my save

save is from just a few days ago

valid salmon
#

it doesnt autoupdate now that its on workshop?

radiant arch
naive tide
#

Makes it so much more reliable

still frigate
#

I hope @shell fiber doesn't mind.

west yarrow
radiant arch
#

your steam page says 'no workshop items' too.. is it hidden?

still frigate
shell fiber
#

hi ! i'm back (for now)

shell fiber
shell fiber
shell fiber
#

put visually the original tutorial looks like this :

livid zephyr
#

Worked fine for me

#

Link that is

shell fiber
cloud flax
#

ooooh cool. I could make a flowchart then, and put more details in a spreadsheet for reference

shell fiber
#

working on it too

#

πŸ™‚

cloud flax
#

what are you using to make the flowcharts?

shell fiber
#

i'm making them in libre office 🀐

cloud flax
#

have you tried draw.io? its very easy and more structured towards making flow charts. and we can work together on the same file collaboratively

#

its browser based though

shell fiber
#

but i'm out of time for today

#

let's see if i can import it quiclky

#

whelp, that doesn't work

#

if someone feels like replicating this on draw.io, i'd be okay continuing it online of course

#

anyway, gotta go for today !

cloud flax
#

i can quickly whip it up in it then

#

see ya later man!

shell fiber
#

thank you !😊

shell fiber
shell fiber
#

Quick question, do people like the exercise plaza ? Tbh it feels a bit boring, I'm thinking I would be more enticed to build the dance hall instead πŸ€”

radiant arch
still frigate
cloud flax
#

prefer dance halls! it can be named as rain garden maybe. and beavers dancing under the rain. nice water beaver theme

livid zephyr
#

not understanding why all of a sudden ive had loads of beavers getting all the worst injuries very quickly

#

like all was good, then 1 day 50 or so got all 3, then the next more, and more, and i went all the way down to 6 active workers out of 360. now just bounces between 50-150 working

#

feel like it started once i got some nucleur stuff around, but cant say for certain at this point. been too long

#

but have tried deleting basically all that stuff and still a roller coaster

#

but i also reorganized everything to make it look a lot nicer and rebuilt almost all my mid game stuff to be organized

cloud flax
#

How many beavers you got?

livid zephyr
#

365 beds

#

part of why i rebuilt stuff. find out where i could trim down from the 500+ i had gotten up to

#

sorry, 411 beds, around 360 beavers living

woeful sun
#

You didn't build the wrong pointer statue did you?

livid zephyr
#

. . . .

#

just... i remember you guys mentioning the multiple statues to lapan the other day, and i obviously did too. just did read the details...

#

Deleted the offending ones and watching the populating rebound in real time lol...

#

Funnily enough, it wasn't killing the run. Just bringing things to a crawl at times

#

Ty. Would have taken me a while to figure that out. If at all

#

Devils in those dam details after all... and this mod was made for suffering lol

shell fiber
shell fiber
#

ahahah

#

sorry, i shouldn't laugh

#

but that is kind of funny

heavy lodge
#

Now this after power billboard ? @shell fiber , you need the rename the faction description to "trapped pain" 🀣

shell fiber
#

no worries, it will be devlocked on the next version
and i changed it name lockey to statuePAIN so that there is less confusion, should someone have devmode active

livid zephyr
#

laugh it up. I am. kinda fitting really. you advertise pain with the mod

#

it delivered in droves for a bit for me

#

hahah

#

might i suggest a different direction for the name?

super happy fun time statue

#

to punish the dirty cheat

#

hahah

heavy lodge
#

Be careful , or Lapan will make beavers gathering resin having sticky hands πŸ˜‚

shell fiber
#

although it's caused by the workplace now πŸ˜‰

#

high chance with the flag, low chance with the tapper's shack

shell fiber
heavy lodge
#

Glad that they don't use teeth for this, still be able to eat 😍

livid zephyr
#

there a plan to get pumpkin chips in something other than just the cooking tent by chance?

shell fiber
#

only 200 entries left on the french translation / total review of the entries πŸŽ‰

shell fiber
shell fiber
#

oh, that reminds me...

#

beavers definitely deserve it...

#

after all, who likes to wash with cold water ?

#

we definitely need a nuclear onsen ☒️ ♨ 😊

livid zephyr
cloud flax
#

@shell fiber i just saw that mechanics lodge is science locked but architects lodge isnt. Is that intentional?

shell fiber
cloud flax
#

this is what i have managed till now, Am making another excel sheet with Description and Tasks for each. Focusing on tricky chains and making users explore various tabs

#

hmm, the arrows not visible... lemme see

cloud flax
shell fiber
#

Maybe only the obtuse parts

cloud flax
#

@shell fiber
Since you are already looking at tutorial to make it more user friendly, I tried to create a more systematic grouping of buildings. If you ever plan to tweak it, might help out....
Note: (G) Means its a group with buildings in it. If there isnt anything within a group, There's basically no change within the group

cloud flax
# shell fiber I haven't checked it too much yet. But we don't need to guide the player through...

i can remove a few like kimchi, irrigation tower, bananas
But the few Chains i kept were following:

  1. Building Upgrades (water pump, farmhouse etc): Cuz its not present in base game and need proper placement
  2. Dynamite chain: Just cuz its weird and people would wanna get them fs
  3. Metal factory chain (the anvil jiggery pokery + medium mine setup using billboards)
  4. Architects lodge> Blueprint Duplication > Large farm house > Trading Balloons Using Methane> Tree Nursery: This might be the biggest handholding i guess but it shows lots of faction mechanics, basically the entire mid game revolves around this and metal factory
  5. It ends at ENS. I dont think need anything after ENS
shell fiber
# cloud flax i can remove a few like kimchi, irrigation tower, bananas But the few Chains i k...

Kimchi is necessary for science so yes (actually had forgot about it) and it's also a good point to talk about the brambles.

Irrigation towers are also good to talk about as part of a "let's grow this colony a little bit" that can also be a good moment to talk about the upgrades

But bananas are definitely not necessary, in part because it's too far, and in part because I might make them be harvested by the tree nursery like a farm would πŸ€”

#

Also a stray thought... Aren't the irrigation towers a bit too easy ? Like maybe they could be behind a blueprint ? πŸ€”

radiant arch
radiant arch
cloud flax
#

they do consume a lot of water... i think thats a big enough pain...

#

i was wondering if i should actually place it earlier rather than later.. like on 3rd or 5th Drought.....

#

or maybe put it up with the AllisHouse. That seems like a more better place honestly

shell fiber
shell fiber
cloud flax
#

what triggers do we have?

shell fiber
#

Actually 7

cloud flax
#

am only seeing 6...

shell fiber
#

ah, for the record building glorious storage is no longer necessary early on

#

bbecause the builders now will pick up junk

shell fiber
cloud flax
#

Stairs unlocks, (dont think necessary)
Platform Built, (Dont Think necessary)
Survived First Bad Tide
Survived First Drought
missing Dam (whats this??)
Unemployed Beavers (used) for Hauling

shell fiber
#

Not sure what the missing dam is meant to be

cloud flax
#

survived first bad tide is a bit tricky one cuz some people might push the bad tide to like late cycles or might completely turn it off even...

shell fiber
# cloud flax

also good point, we can introduce the irrigation tower before the firts badtide

#

ah yes

#

also its better to prepare for it before the first badtide πŸ˜…

#

ah, sorry I have to go soon

cloud flax
#

aaah no worries. will have to look if we can have custom triggers like i had for Day 5 for filth or Contaminated Beavers>0

cloud flax
cloud flax
# cloud flax

@radiant arch @still frigate do look through the tutorial tree and think i should add/remove anything from this

radiant arch
cloud flax
#

ah yeah am as well mostly done for today! will get to making the excel LoveFT

shell fiber
#

Is there a link you can share so we can work on it ?

livid zephyr
#

hate that i just found another of the satues off by itself next to an elevator to the abyss. which had a hooman medical facility. so get healed at the med facility, and then just get slapped into oblivion as soon as you leave it...haha

livid zephyr
#

not too shabby. built almost all the buildings at least once. know there was a few oddball ones i didnt get to though.

radiant arch
#

what i not get is the jobVac>0 line
=> mushroom, fermentation, wood burner are present elsewhere soon enough

#

why sunflower before cooking? could ferment rice or something here?

#

cooking needs cabbage and mushroom, but mushroom on different lines!

#

glorius storage would seem unneeded now?

#

mostly like the next part till library.

#

just confused by:
=> florist is about fibre here? berries seem rare issue, more commonly lacking brambles..
=> why irrigation at this point? leaky bath and lido are earlier?
(not all maps need either at this point though)

#

not sure about banana. seems unneeded.

#

thoughts on big farmhouse (usually my first science goal) - new players might not be aware it can harvest any crop or how much more efficient it is and extending to ziplines and all!

#

maybe even good to hint again at how important advanced cooking is (like pumpkin crisps, oil)

#

also kinda miss the very unique zipline feature with tower upgrades, extreme speed and reach. might seem more intuitive by that point, but still more complex than folktails given balloons, scavengers and all?

#

=> might fit with mining needs to add rope maker and scavenger to tell about advanced zipline options?

#

to put some random ideas reading the chart πŸ™‚

cloud flax
cloud flax
cloud flax
cloud flax
#

If zip lines are made from mechanics lodge, I can add a branch for ziplines from there

cloud flax
radiant arch
cloud flax
#

Maybe rather than asking to build it, I can just ask them to place the irrigation lodge? Just so they know the mechanics of it

#

And move it after surviving the first drought

radiant arch
#

cheap and no lodge?

cloud flax
#

Yeah either of them works. But leaky bath is waaay to water consuming right

radiant arch
#

but it looks nice haha

cloud flax
#

I haven't used it honestly. But coool. I'll change from rather building it to just placing it. If they don't want to have it, they can just delete it :D

#

I'll add another info text once screwpress gets built as it makes sunflower oil which can be used for cooking various dishes

radiant arch
#

not sure about aquatic plants or if it could confuse some how it is planted by land farmers..
since sake is important early on (injury) might be nice to add some? ferment-sake-line?

#

not sure it's duplicating and too much though

cloud flax
#

I can ask them to grow both sunflower and rice then maybe and they will have rice balls and sake themselves

#

Or the sake line can be initiated on a injury. But I feel it might be bit too much?

radiant arch
#

hmm still never made a rice ball haha

cloud flax
#

They are forgotten source when other foods are eaten up. Since raw rice is present, you can whip up rice balls in emergency

#

It becomes life saver a lot of times early game for sure

radiant arch
#

it's rather inefficient food though and needs plenty river.. nah.. will skip on them πŸ™‚

cloud flax
#

Btw was there any particular reason why the medical beds are science locked? They are simple tents... Shouldn't require science to set them up... Most tarp covered buildings(log gnawing station, primitive paper mill, ironworks) are unlocked by def, shouldn't these be too. Just a thought

#

Or maybe reduce the science to just 10 so it's like sodtlocked after science as people figure out what diseases are like and how to treat them but it's not too costly to treat them

woeful sun
#

I'd guess the tent is not the issue, it's the treatments

#

without the science, they're just regular beds

radiant arch
cloud flax
#

hahaha trueee

shell fiber
cloud flax
#

i have made some modifications. will see where i can add the ziplines too

livid zephyr
#

biggest thing I missed from the base game are sluices. I get why you dont want them for this faction, but perhaps there could be a small compromise?

Had the idea last night while finishing things up, maybe an "upgrade" to the floodgate dam pieces where you can configure it to open and close to set heights based off of maybe just season, or bad water percentages.

have it locked away until late game, cost some silly amount of science, like 10k, and require a processor, robotics controller, and metal blocks or something

#

then you also mentioned wanting an onsen? yesterday. happened around the time i built myself a hot nuclear press, which just looks like it should be sized up to fit in with the clockwork garden stuff imo, but could also maybe be used as an upgrade platform for said onsen? already has the nuclear part taken care of for the onsen, and would keep it locked away until late game for sure too, and force people to want to use the big press more

radiant arch
livid zephyr
#

ya know... that was one of the few things i didnt actually build...

#

i just assumed it was a cheeky little power generator more or less, didnt even thing that it might have filtration capabilities

radiant arch
#

it's super weak anyway and efficiency scales with water purity so.. it will virtually stop extracting around 10% content anyway..
but can extract tiny amounts from mixed water for water crops or bathing or wonder for example or as alternative to irrigation tower.
very rare i used any of them tbh.. used it more for fun / alternative to fluid dumps.

livid zephyr
#

ah...not really ideal for main water diversions then... and need power

shell fiber
#

Speaking of which, did I even carry it to 1.0 ?

livid zephyr
#

no

#

though now that im looking at those menus again, the small aquifer pump was crashing the game when it was conpleing for me the other day

shell fiber
radiant arch
#

and for early irrigation when needing to limit beaver homes..

#

surely not efficient, but nicely closed a gap for me (espeically on smaller maps)

cloud flax
#

should i add cannons after contamination repelent recepie in irrigation tower

#

and i think i can add ziplines after seamstress lodge, since its mostly fibers>ropes>ziplines and fibers are main thing for seamstress lodge too

#

can add artists lodge as dependency

livid zephyr
#

decided to bling up my discrict center and EMS

shell fiber
naive tide
cloud flax
#

Hopefully with the tutorial, it will be a bit more manageable πŸ™‚

cloud flax
#

after all the changes this is how it looks like now

still frigate
# cloud flax after all the changes this is how it looks like now

Some of these might need alternate suggestions.

Say you are on an evil map like one of mine. There is almost no place for early farming here, and much of what is here wont last for long. You need PRF for farming. But until you can make it? Mushrooms suddenly become an EXCELLENT survival strategy.

#

Since this is only my first run through this new map, I went ahead and spawned in a stream gauge so I can look at contamination levels. The two water pumps were build on blue water. At this moment (cycle 1, day 4), it is up to 52% contamination and rising. I have no idea how high it will go yet, but I expect to lose a lot of that small chunk of farmable/berry land.

#

Although, to be fair, beginners should stay away from my maps. πŸ˜›

#

Took me to day 7, but I was able to get my beavers up to a river bath!

still frigate
#

And by day 26 (cycle 2, day 7), my beavers have reached the -great- farmland and are harvesting berries.

still frigate
#

**How to be mean: ** Make a small bomb that will destroy one of the important water sources feeding the player's lands.

shell fiber
still frigate
#

/laughs

shell fiber
#

good morning everyone btw 😊

shell fiber
cloud flax
#

#πŸ€–mod-creators message

shell fiber
#

oh

#

i don't think we need to go that far

#

plus, people have roughtly ten days before beavers get too dirty to work

woeful sun
#

Yea, there are existing n-cycles achievement, not sure about tutorial triggers though

#

just SurvivedFirstDroughtTrigger, SurvivedFirstBadtideTrigger, and MissingDamTrigger (which triggers at the end of cycle 3 if no dams/floodgate/sluice/valve?) is built)

#

You'd need to create a new one that triggers on CycleDayStarted

shell fiber
#

nah it's fine πŸ€”

#

right now i'm fusing the billboard mod into the main faction mod

woeful sun
#

why? Is it because it's not really used outside of it?

shell fiber
#

because i would need it in the tutorial anyway, and maintaining 2 mods is more trouble than one

#

especially since the faction spec now calls for collections and not individual items it's really easy to add more things.
for example the logstairs mod has the assets, and makes collections for the WP, FT, IT, EP etc, then the whitepaws just call the whole collection and that's it

#

different topic, but am i the only one with this "tooltip" thing permanently displayed ?

still frigate
#

3rd version of the map. Did some fancy stuff with overhangs and added in some space for vertical farming. Also adjusted the main power waterway to two-wide because WhitePaws low end waterwheel just sucks. πŸ˜› (8 horsepower?!)

As it was there was just not reasonable space. I spent too much time trying to wrangle water that my people were starving and I had no more (accessible & irrigatable) places for food.

IMO, this looks a little cooler and should be a lot more playable. I just have to remember to unlock the thin housing and block one of those damned bad water pipes before the first bad time and it wipes out all the starting area berries. πŸ˜›

still frigate
woeful sun
#

also seen in #πŸ€–mod-creators

still frigate
#

Crap. I was gonna reset the water so the coming badwater can surprise the player... or not. πŸ˜›

Okay one more edit, -then- a 3rd new game. /laughs

#

Isn't this much less scary? πŸ˜›

woeful sun
#

something similar is also mentioned at #πŸ›bugs message

cloud flax
shell fiber
#

quick question !
do people like / use the giant pillar bridge thing and ring plateform ? because i never really did, just figured it might be necessary to build the aqueducts etc

#

also i've been itching for a while to make the giant pillar have a ladder on one side so beavers can just climb up on it and call it a day

#

okay, now that i look at them again, they're pretty cool

#

or at least, they work seamlessly

#

also, wasn't there an odd bug causing the long squewer platform to vanish in rare circumstances ?

cloud flax
#

I do use the ring platforms to create a base and then build decorations over them

#

But a ladder to create them would be super helpful but will it affect the giant platforms?

still frigate
# shell fiber those

The bridge would be so much more usable if it came in different lengths. Just like the viaduct pieces do. sometimes those poles are only 2 squares apart when making viaducts.

#

This is what I end up using:

shell fiber
#

Only one hundred text entries to recheck 😊

shell fiber
#

hmm... should platforms require ropes ? πŸ€”

shell fiber
#

hmm... it's slightly weird visually, but i'm fairly happy with that πŸ€”

#

path gets blocked by platforms

shell fiber
#

meeeeeeeeeh

radiant arch
#

cutout-steps? either just fake as part of texture or as bumps using depth map? (or whatever that was called^^)

#

actually like the first three at the bottom. match nicely with the logs somehow

#

hmm.. this would occupy the tile with the ladder??
also how to go from this to those platforms? would they adapt?

shell fiber
shell fiber
#

so if i just do carved up step, i think it won't look good

#

(it's kind of a hack to make the log look less hexagonal while it absolutely is)

#

that's actually not too bad πŸ€”

#

but that leaves a lot of questions, what happens to the metal rings etc ?

cloud flax
#

How bout having a door at bottom and door anywhere the connect to paths?

#

Usually these large trees dohave hallow trunks

shell fiber
shell fiber
#

the idea that the trunk would be hollow

#

the point is that it's a massive beam, at least for me

shell fiber
# shell fiber

clearly the notches look better πŸ€”
but it's a pain to do

cloud flax
#

How would they look stacked up though... Will it allign esp with rope

shell fiber
#

the rope would align easy

#

well there's no debate i think, the notches look just so much better

#

it's also not that hard to do

#

just... tedious

west yarrow
#

Maybe a larger platform like 5x5?

cloud flax
#

Mega platform exists :P

livid zephyr
#

Ngl those are 2 of the few things I didn't build in my run recently. At least unlocked them, but never saw a need for them. Used ladder to get up to build the ducting

shell fiber
#

It is done, my liege 🫑

shell fiber
#

also i made the up/down movement cost 0.3 so that builder have no isse going up, in case Z-distance is taken into account
edit : it does, but you can reach 30 high without help

#

grumpf... now this darn thing of course calls for some sort of trapdoor thingie πŸ˜“

#

whelp, it's just fine πŸ™‚

radiant arch
#

pretty perfect!

cloud flax
#

Oh my god!!! Makes me super happy!!

#

How is the behaviour with mega platforms? And you still keeping that platform and bridge segment?

shell fiber
#

which... seems fine to me ?

#

although... they probably should be able to jump sideways on it πŸ€”

radiant arch
livid zephyr
# shell fiber yeah, i'm not surprised

I also didn't feel a need to build ducts until really late on the map I was on. But after seeing the platforms and liking the idea of bridges spanning between them, would definitely think about it in the future

shell fiber
#

it's a bit tacky for now, but i'll adjust it 😊

livid zephyr
#

Though, wouldn't mind the ability to build water wheels in the ducting too. But that's probably too hopeful

radiant arch
#

easily got 5-7k extra from the abyss reactor just from a few wheels..

shell fiber
#

Should be possible

#

I'll think about it tomorrow

livid zephyr
#

Could probably build the wheels. Didn't actually try, but pretty sure I tried placing something on the sides and it wasn't letting me iirc, but was weekish ago and a once off and didn't go back to the idea. So details might be mixed up slightly

shell fiber
radiant arch
#

yeah, just tried.. it's gotten somewhat more difficult now

radiant arch
#

still works - can 'go around' the pillars or go above technically

shell fiber
#

not a personnal attack of course, but i am forever distressed that people keep doing that πŸ₯²

#

but unfortunately, this seems to be the most efficient solution

shell fiber
shell fiber
woeful sun
shell fiber
#

made a small upgrade to that thing

shell fiber
#

also, this works now πŸ™‚

shell fiber
#

ah, FFS

#

the spinngin of the axles is awkward

shell fiber
#

and that is now fixed too

cloud flax
#

I always forget there's that bridge segment too for a gap

shell fiber
#

and lastly, now you can put side platforms on the giant log bridge, which gives access to the walkable part

#

and then you'll be able to figure out connections in the angles whichever way you like

cloud flax
#

Okay this already feels and looks so much better!!!

cloud flax
#

New update is in! Hopefully it doesn't break stuff much πŸ™πŸ™πŸ™

shell fiber
#

indeed

#

we'll see

shell fiber
#

well of course now the prefab viewer is broken πŸ™„

shrewd horizon
#

Is this a very difficult bug to restore for this faction?

radiant arch
#

or well, he can use most, just not see the visual part of buildings and such while working on them

shell fiber
#

yeah, that's just mildly annoying

shell fiber
#

would people be upset if i changed the water outflow to be like this ?

#

(assuming i make it a little bit more convenient to place the right aqueduct pieces just under it )

cloud flax
#

I think this might feel harder to work with since will have to capture 2 corners perfectly. The previous one gave a bit more flexibility on which exit you wanna take or even make 2 aquaducts.

But I won't mind even if you change

shell fiber
#

hmm... true

#

i think this would be better

#

maybe I should have made my aqueduct 3-wide πŸ˜…

cloud flax
#

Yepp but now it looks a bit boring compared to the first one 🫣🫣

shell fiber
#

yeah πŸ˜‘

#

oh well, whatever

cloud flax
#

1 wide exit might work maybe?

shell fiber
#

yeah but either way it doesn't really line up well with the aqueducts

cloud flax
#

And have something in the corner to break monotonous

#

Am trying to remember why I wanted 3 wide aquaducts cuz I did want 3 wide aquaducts at one point

#

Maybe it was only cuz of how to line it up

#

But it might be too big a hassle and then then large water wheels won't look best on them....

radiant arch
#

might work without any walls to puzzle anyone not told the secret lapan ways πŸ™‚

radiant arch
shell fiber
#

since the new version i'm having this crash :ArgumentException: No type found for key WellbeingTrackerSpec Timberborn.BlueprintSystem.BlueprintDeserializer+<DeserializeSpecs>d__13.MoveNext () (at <fdb8aae73a31402faec6f76254719e59>:0) Timberborn.BlueprintSystem.Blueprint.CopySpecs (System.Collections.Generic.IEnumerable`1[T] specsToCopy, Timberborn.BlueprintSystem.ComponentSpec specToIgnore, Timberborn.BlueprintSystem.ComponentSpec specToAdd) (at <fdb8aae73a31402faec6f76254719e59>:0) Timberborn.BlueprintSystem.Blueprint..ctor (System.String name, System.Collections.Generic.IEnumerable`1[T] specs, System.Collections.Immutable.ImmutableArray`1[T] children) (at <fdb8aae73a31402faec6f76254719e59>:0) Timberborn.BlueprintSystem.BlueprintDeserializer.DeserializeBlueprint (Timberborn.SerializationSystem.SerializedObject serializedObject, System.Boolean safe, System.Collections.Immutable.ImmutableArray`1[T] nestedBlueprints, System.String name) (at <fdb8aae73a31402faec6f76254719e59>:0) Timberborn.BlueprintSystem.BlueprintDeserializer.DeserializeRoot (Timberborn.BlueprintSystem.BlueprintFileBundle blueprintFileBundle, System.Boolean safe) (at <fdb8aae73a31402faec6f76254719e59>:0) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Timberborn.BlueprintSystem.BlueprintDeserializer.DeserializeUnsafe_Patch1(Timberborn.BlueprintSystem.BlueprintDeserializer,Timberborn.BlueprintSystem.BlueprintFileBundle) Timberborn.BlueprintSystem.SpecService.Deserialize (Timberborn.BlueprintSystem.BlueprintFileBundle blueprintFileBundle) (at <fdb8aae73a31402faec6f76254719e59>:0) Timberborn.BlueprintSystem.SpecService+<>c__DisplayClass8_0.<Load>b__0 () (at <fdb8aae73a31402faec6f76254719e59>:0) System.Lazy`1[T].ViaFactory (System.Threading.LazyThreadSafetyMode mode) (at <1eb9db207454431c84a47bcd81e79c37>:0) [...]

#

is doesn't happen when starting the folktails, and i already removed bobingabout script patch, anychance it comes from your scripts ?

radiant arch
#

might. will look at it in a bit

shell fiber
#

ah, it still happens without your scripts

radiant arch
#

was just starting to get puzzled as my code not triggers such a spec..

#

somehow my timberborn not even starts up with just whitepaws mods on..
something about a IModifiableEntityBadge missing from assemblies..

#

what even is a WellbeingTrackerSpec?? πŸ€”

shell fiber
#

it's something that is in the bots and maybe in the beavers

shell fiber
#

uploading now

#

right now Bobingabout's script pack is broken

#

but the mod can work without

shell fiber
shell fiber
shell fiber
#

Tell me how you like the new changes πŸ˜‰πŸ‘

valid salmon
#

say is there a way to eventually close off badwater sources? or are the dam drain houses the only way to separate mixed water?

radiant arch
#

other options involve:

  • closing it off
  • diverting stream (might include aqueducts, pumps/ cannons, dams)
  • draining it using bad water pumps
#

for separating.. there's badwater pumps that are much more efficient, but require hauling (i.e. fluid dump or some other outlet / production chains)
otherwise only the drain house or cannons (same weak)

#

worth noting that manned houses scale with well-being (can go up to 5x base speed)

west yarrow
shell fiber
#

holy cow, how comes i never figured that out before πŸ˜“

#

libreoffice has a tool to swap colors within an image

#

i've been relying on some crappy website for years πŸ€ͺ

shell fiber
shell fiber
shell fiber
#

which one do you guys prefer for the "maimed" icon

#

the right one is too violent maybe ?

#

adjusted the nose color

#

eheh~~ look what we got here !

shell fiber
#

a little bit too bright, but easily fixable with vertexpaint

cloud flax
shell fiber
#

much better

#

aalchemist / dystillery beaver

#

no idea where the green outline comes from, it's stronger the further away you get

#

of course a hat for the beavers working in the library / ENS

radiant arch
shell fiber
#

not entirely sure what to give to the scavenger beavers πŸ€”

radiant arch
#

difficult.. some kind of adventurer hat?

#

or safety-first: a safari hat / reinforced?

#

something like this french pith helmet?

#

personally would feel much safer with one when gnawing bits out of scrap metal towers many times higher than me

heavy lodge
#

Maybe a rusty metallic looking hat ?

radiant arch
shell fiber
heavy lodge
radiant arch
heavy lodge
radiant arch
shell fiber
#

oooh, way to many faces πŸ€”

heavy lodge
#

you can and must remove the feathers .

#

Nothing to do or the game will explode

shell fiber
#

that took waaay to long to adjust

#

But looks nice

#

(it's for miners)

#

oh, the witch hat is fixed πŸ™‚

#

also, beavers working at flags no longer get a fancy hat, that is only for professionnals 🧐

nova crescent
naive tide
nova crescent
shell fiber
shell fiber
#

yep : ```- Lapantouflemagics Texture Pack (v1.2.0)

#

should be 1.3.0

naive tide
#

RCE even used it

nova crescent
#

This is the latest. @shell fiber

shell fiber
shell fiber
#

i'll upload it asap

shell fiber
#

i think it worked to get the hard hats but that's about it

#

you may need to force steam to update it

naive tide
shell fiber
#

dammit, there's something wrong with the dam drain house

#

the water output blocking the voxel above make it impractical to connect the house on top πŸ€”

#

I finished the french translation btw 😊

#

and therefore, also the review of all text entries

#

okay, enough for today

shrewd horizon
#

Is it correct to all the 4 element beneath must be the universal power shafts?

radiant arch
#

if it not changed with 1.0..

shrewd horizon
#

Aaaah now i see

radiant arch
#

never really understood why this had to be so well hidden.. πŸ™ƒ

shrewd horizon
#

I'm blind to a lot of things in all types of games...πŸ™ˆ πŸ˜‚

#

And maybe I would have seen it if I hadn't built it using dev mode

#

Only for testing of course

radiant arch
#

no worry, had to ask too haha

shell fiber
# radiant arch never really understood why this had to be so well hidden.. πŸ™ƒ

For obvious reasons my dear 🧐
Usually the mechanical controller is standing (2-tall) but but this one it would hinder the moving parts, so it has to be put horizontally.

And because the power shaft arriving on top would also block the moving parts, the only solution is to connect by underneath 🧐

That is thus perfectly logical 😊

valid salmon
#

basically my badwater source is located like this. so idk if this will also seal off the good water or will it flood everywhere or what

shell fiber
shell fiber
#

i'm working on the tutorial, and right now my issue is that pretty much all tech path require the screwpress because even Tar needs it for oil, and i want to declutter that. so my idea it to change the tar reciepe to not consume oil, but sunflower seeds directly.

does anyone see a reason why i shouldn't do that ? that would allow to bypass de screpress and go direclty to the alchemist for tar, which is required by some mid-tech buildings πŸ€”

shell fiber
#

i'm changing the farm upgrades so they cost less wood and planks, but cost 4~8 scaffoldings, just to clarify what going the architect route does for you (platforms, better farming) as opposed to the mechanics lodge (water pump upgrades, opens more industry)

#

while the alchemist alone can give you bigger dams, but leads to dynamite with the screwpress

#

that makes 3 much better defined 'paths' to follow after completing the library

cloud flax
#

This way the person can still build atleast a couple of upgrades before they have to start churning the gears and scaffolding (and they do take alot of time...)

ivory fractal
# shell fiber i'm working on the tutorial, and right now my issue is that pretty much all tech...

In my experience, beavers are like a flock of hungry grasshoppers and eat every bit of sunflower seeds. It doesn't matter how many sunflowers I grow, the seeds just aren't there and it's almost useless to store them. In contrast, beavers do not drink sunflower oil and it is possible to create some stock to make tar.
But the last time I played water beavers was in the U6 version, I don't know if the beavers are still hungry. If so, I would be in favor of preserving sunflower oil recipe.

cloud flax
#

Yeah, tar will become a lot harder if it's sun flower seeds...

shell fiber
cloud flax
#

And any way you would need alchemist for brain boosting salts for mech and archi lodge recipes

#

But I can see where you are coming from for the 3 tracks being easier to follow for tutorial structure

#

Maybe have all three start after the screw press?
Not sure but maybe sunflower oil could be used as a lubricant while making gears and scaffolding?

shell fiber
#

in the end you'll need to do all of them of course

shell fiber
#

i just changed again the farm upgrades to cost only 2 scaffoldings (down from 4) because the kart only drop 3

#

but maybe i want it to drop 4 actually

#

that also give incentive to unlock the platforms, since the scaffolding is always refunded

cloud flax
#

It's just at that point, sunflower is used in science+food and since cabbage don't give well being they tended to eat sunflower seeds. (Don't remember if there was any bonus for sunflower seeds though anymore.)

#

I guess it's just gonna force us to plant more sunflowers and give players more suffering hehehehe

ivory fractal
#

How about two recipes for making tar?
Less efficient with sunflower seeds and more efficient with sunflower oil?

shell fiber
#

i'm trying to get this thing more easy to handle, yet keep it not too ugly πŸ€”

shell fiber
cloud flax
#

Btw why does tar require sunflower oil in the first place...
My original thought for tar recipe could have been something like that is made by boiling and reducing the dark bad water and get the sticky tar...

shell fiber
cloud flax
#

Actually nvm, it might be pain to set up the down stream depth for each one seperately...

#

But could have been interesting way of diverting managing water in 2 seperate pools using same building

shell fiber
#

and yeah, it would be difficult to connect

#

i also have to visually reseve the voxel above the outlet otherwise the damn thing goes crazy

cloud flax
#

What if you make it stair shaped... Like the pipe is 3long, middle is 2 and door is 1 long?

`#

###`

Something like that when looked from top. Or will it be too awkward a building

shell fiber
#

most watertight buildings are 2 block ini depth, which allows to stack them easily

#

plus, don't forget about the living space for those beavers 🧐

#

πŸ˜…

radiant arch
sullen cape
#

Oh I'm really slow πŸ˜‚

sullen cape
shell fiber
#

whelp, spend most of the day fighting the tutorial, something is wrong and i don't know what it is

#

Sequence contains no matching element
if only this trash would tell me what it can't find...

naive tide
#

where is it crashing on?

#

like what specific part?

woeful sun
#

A minimal reproduction would help too

shell fiber
shell fiber
woeful sun
#

So it's failing to find a TemplateSpec with a TemplateName matching one of the BuildingTutorialStepSpec.TemplateNames

shell fiber
#

But at the moment I don't see which one it's looking for and not finding πŸ˜“

woeful sun
#

so knowing which step, and/or which names would be helpful?

shell fiber
#

If course I could try to brute force it by loading all FT buildings and them removing until I find the culprit

shell fiber
#

Not knowing which step is failing is the issue πŸ˜“

#

Of which prefab it's looking for

woeful sun
#

would just the blueprint name be good enough?

#

I'm trying to see where the best place to inject help would be

#

ahh, I might be able to do both

woeful sun
#

Try this and see if it produces anything helpful

#

haha, they're all called Step 1, hrmmm

#

What's calling that code? Is it TutorialStageService.GetSteps and TutorialStageService.GetStage?

shell fiber
# woeful sun haha, they're all called Step 1, hrmmm

Ah that's what i feared, there was some oddities when overwriting, I was wondering if internally the stages got decomposed or whatnot, deleting a step in the tutorial is not enough, I have to overwrite it πŸ˜“

shell fiber
woeful sun
#

I've also uploaded it to Steam and mod.io.

valid salmon
#

is this the kind of alignment id go for if i wanted to put the upgrade module?

cloud flax
#

Push the forester back one more tile

#

@valid salmon ^
And if that doesn't work, just swap their position and see but forester will still remain 1 tile back, aligning with the slanted roof

livid zephyr
#

Though, depending on what add on you build, you might have trouble getting in. Hauler and builder upgrades enter off the right side of triangle buildings. Ziplines use the tower building entrance

nova crescent
#

"LabeledEntitySpec": {
"DisplayNameLocKey": "Lapantouflemagic.Statue_Pointer.DisplayName",
"DescriptionLocKey": "Lapantouflemagic.Statue_Pointer.Description",
"FlavorDescriptionLocKey": "Lapantouflemagic.Statue_Pointer.FlavorDescription",
"Icon": "sprites/Whitepaws Sprites/Buildings/Statue_Pointer"
},
"RangedEffectBuildingSpec": {
"EffectRadius": 3
},
"ContinuousEffectBuildingSpec": {
"Effects": [
{
"NeedId": "SevereInjury",
"PointsPerHour": -0.1,
"SatisfyToMaxValue": false
},
{
"NeedId": "MajorBurns",
"PointsPerHour": -0.1,
"SatisfyToMaxValue": false
},
{
"NeedId": "SevereDisease",
"PointsPerHour": -0.1,
"SatisfyToMaxValue": false
}
]
},

@shell fiber Is this intentional? The statue gives injuries. If so, the name is same as of the pointer statue.

radiant arch
nova crescent
#

Yup thought so. I build like 15-20 of those then suddenly all of my bevears are injured and refused to work. πŸ˜‚πŸ˜‚

shell fiber
shell fiber
#

it was looking for the 1x1 roof, which didn't have a tool in the toolbar because i had forgot to create the toolgroup for roofs πŸ˜“

#

speaking of which... i'm really itching to do somethign better with those damn things

#

also i should be making a bit more small decorations

shell fiber
#

okay, i can load the tutorial now πŸ™‚

shell fiber
#

hmm... i'm also itching to do something about the basic balm... i don't like the fact that the alchemist is required to make the basic balm, which is only used for burns, while the other injuries are just treated with random everyday junk.

ideally i would want either an all-purpose medication that we pretend is used differently based on what med bed it goes in or three different low-grade medications made in the alchemist πŸ€”

#

for burns, we'd want an oil-based (sunflowerseeds) balm thing, most likely.
for injuries, i guess something based on pine resin would be believable πŸ€”
and for disease, a bramble flower potion or whatnot seems good to me

radiant arch
#

say, tar couldn't be made by wood burner or something?
splitting medicines not really would make any difference for alchemist use imho. but i kinda always struggled with the early demand for tar and it blocking alchemist doing other things.
and your change would kinda push med beds later now and conflict a little with the tar needs?
tar making doesn't really need any fancy equipment, or does it? just a pot and wood and slow heat?

shell fiber
cloud flax
shell fiber
#

but the intent has always been to make you want to have more alchemists πŸ˜…

shell fiber
cloud flax
#

yayyyyyyy dankeeee

#

ideas for roof: a 3x3 roof for pit and tower lodge which has a 1x1 viewing deck in it maybe? lemme see if i can find an image reference

#

cuz rn we only have DC that can go atop the pit ladder lodges to make it look complete

delicate yarrow
#

Anyone else reported a crash related to the BotNamer? Crashes as soon as I try to start a new game

TypeLoadException: VTable setup of type Bobingabout.CharacterCustomizer.BotNamer failed

shell fiber
#

i would have assume he has it fixed by now, try to force update it maybe ?

shell fiber
cloud flax
shell fiber
#

although... now that buildings can consume several elements...

delicate yarrow
cloud flax
shell fiber
shell fiber
cloud flax
#

if you are thinking of the menu, the google sheet i have shared with you has a sheet on how things can be regrouped and found easily. could use that as a ref if you like :D

#

but if you are indeed moving a lot from sunflower oil to seeds for lots of recipes, i would suggest to increase the yield of sunflowers a tad bit maybe

shell fiber
#

i just changed the basic balm to cost this :

#

and the beds now all take basic balm, in addition to their specific item (bramble flower / pineresin/sunflowerseed)

#

so that makes a clear path "alchemist -> early medication"

delicate yarrow
shell fiber
shell fiber
#

well the tutorial is being made, i should push a fix for this mess asap

cloud flax
#

removed industries and advanced industries and made it into wood working, and metal works. shifted some stuff around where you are likely to use them/find them

shell fiber
#

hmm... actually it's pretty good πŸ€” seems better that the utter chaos that my menus have become over time πŸ˜…

#

i would need to figure out which of those groups don't exist yet though πŸ€”

#

although some of them don't really seem all that necessary to me, like grav batteries or water wheels πŸ€”

#

i'll push one update now to fix the tutorial issues at least

cloud flax
shell fiber
#

hmm...good point

delicate yarrow
shell fiber
naive tide
#

in other words tar could be pushed back to later game

#

this would mean that oils from crops would become necessary

#

(just like how it is irl, tar is a byproduct of crude oil)

radiant arch
#

that's how it is currently made: alchemist uses (sunflower) oil to make tar
historically it can be extracted from resin rich wood too, if it is slow-burned with little oxygen

#

likely would mess up balancing a lot to change though and alchemists are cool, so .. what works works πŸ™‚

#

might be cool actually.. using tons of clay and dirt to drain tiny amounts of tar from wood πŸ€”
given logs are likely in more demand even than sunflower seeds at this point haha

cloud flax
#

My vote would still go for making tar from bad water...boil off like 10 bad water to get 1 tar or something

#

Would make small bad water pump more useful in mid game

#

But even the other recipes are okay and makes sense

shell fiber
#

Tomorrow I'll try reworking the tool groups based on @cloud flax suggestions

#

And see if I can mass-generate the tutorial files

#

Although I'm not entirely done with the tutorial's architecture

#

For now it's somewhat straightforward up to the library being completed, with a few branches here and there.

#

Then it splits into four branches like "for more food, follow this tutorial" or "to develop chemistry (and blow stuff up) follow this one"

cloud flax
#

food+ziplines will follow the Architects lodge, Water+power will follow mechanics lodge, Chemistry is alchemist, what is the 4th one?

#

factory for more industries?

cloud flax
still frigate
#

Dumb question, especially considering how much I have played this, but can brambles reproduce diagonally?

cloud flax
#

I believe so...

#

It shouldn't take that long to test :P

still frigate
#

true... but I was focued at that moment on removing a bunch and blocking new growth. πŸ˜›

#

Now that I have had my fun in Sintopia's second playtest and it is over, I am back to beavering around full-time. πŸ˜›

still frigate
cloud flax
#

1 eternity later....

still frigate
#

They mature in 1 day

cloud flax
#

I hope the ever blossom does not spread XD

still frigate
#

It is a level down.

#

A nice and tight location for the test.

#

cycle 6, day 8 and all the seedlings are fully grown. Now to wait a few days (or less).

#

cycle 6, day 13 and no diagonal spread.

cloud flax
#

Yeah so very unlikely that they spread diagonally.... That's sad

still frigate
#

Sad, but good to know.

cloud flax
#

But I think that's the normal spread behaviour

woeful sun
#

yea, that's why if you max spread then

#.#.#.
.#.#.#
#.#.#.
.#.#.#
#.#.#.
.#.#.#

isn't the best way (because spread happens into the same blocks)

still frigate
#

Yep. That is how I cut on my bramble ranches.

#

When the cutting mod worked it had a setting to do that too.

woeful sun
#

yea

still frigate
#

I though the dam drain house was just being redesigned (which was looking cool). I didn't realize it was totally removed (or renamed and hiding somewhere I can't find it). πŸ™

shell fiber
shell fiber
#

i was debugging so i forgot to put it back

still frigate
#

/laughs
It happens.

shell fiber
#

but wait, i only devlocked the previous one

still frigate
#

Ah. I wasn't playing in dev mode. Probably why I didn't find it.

radiant arch
# still frigate Yep. That is how I cut on my bramble ranches.

they can't spread diagonally
and given how quickly they spread i actually use this scheme for harvesting

#..#..#..#
.#..#..#..
..#..#..#.
#..#..#..#

which gives each harvestable . two brambles (#) to seed from going for 66% of area harvestable.
i never tested if this actually makes it more efficient, given it would need 2 seeds per plant and day πŸ€”
would be fun to test which gives most with districts?

still frigate
radiant arch
#

either. depending on how many i need i replant domesticated or let them grow on path..

still frigate
#

The map I am testing just failed the third test run with WaterPaws.

#

Well... failed is a bit harsh.

#

It became unbelievably painful.

#

On cycle 13, the main badwater source that has been making life hell gets blown up. Now you have all this wodnerful clean water, except for bad tides. That devastates brain mushrooms, which takes our PRF production, science production, and so much more.

#

I wanted this map to be sneaky hard. I think I have achieved that.

#

What are good ways to cap the ladder of P&L houses that are going to end up underwater so they don't flood?

#

Deep underwater.

#

There is a good chance that both of these will end up underwater.

radiant arch
#

also: wouldn't your middle tower flood from below?

still frigate
#

I have never had them flood from below, but that doesn't mean they can't.

radiant arch
#

was curious if they could. they got the hole there..

still frigate
#

All right... I can fix that.

#

And dams on top are a no.

radiant arch
#

too bad

#

there's dirt blocks and 'use-whatever-building' to fence it off and cover with platform above stairs.. but building more p&l lodges likely is more efficient..

#

if only roofs were waterproof..

#

preferably a roof with a waterproof door to exit from there haha

still frigate
#

These will keep water from coming up.

#

And they can be accessed without exposing the beavers to what will surely be a lot of mixed contaminated water.

cloud flax
still frigate
#

If I were -that- far, I'd aqueduct that badwater spout to something more useful. πŸ˜›

But yeah, that would look so cool.

shell fiber
#

was there a good reason for the large (and overpowered) bad water pump to NOT cost one CWController ? I remember i intended to do that change but apparently i hadn't yet πŸ€”

#

i think i'm going to dissolve the "village industries" group and put the flags back in their original categories, what do you all think ?

still frigate
#

I'm used to it there, but that isn't a great reason not to change.

shell fiber
#

so the handicrafter etc would just fall in the general "village" tab

shell fiber
still frigate
#

Ah. Then I shall steele myself for change. πŸ˜›

radiant arch
shell fiber
#

okay, i probably modified a hundred things witout any test in betwee, what could possibly go wrong ?

cloud flax
cloud flax
shell fiber
#

i'll try to load it as is for now, then we'll ee

shell fiber
cloud flax
#

anyway its not that OP given it houses 12 beavers and dosent get affected by wellbeing bonus like deep water pumps

#

GMO labs can block 6x6 tiles in same pop, grand dam only does 5x5

#

(GMO is the best water tight building)

shell fiber
#

its main purpose if you ask me is to block 25 voxels worth of water πŸ˜‰

#

ah

#

hmm

#

well, it's less complicated to get to, maybe ?

cloud flax
#

yeahhh and its a super cool looking building!

radiant arch
#

only useful indicator was that the lower pattern only got cleared 3 deep, while the upper checkerboard got 5 deep.
so technically planting them as sparsely as possible might give greater yield

#
..#..
#...#
..#..

would appear to be really good (almost 40% more harvestable plants per area than checkerboard)

#

well, not like it really was any need.. 1 beaver harvests about 3 plants per day? .. might scale up to 12 with wellbeing? no idea.. but is surprisingly less than i expected..
like 1 (early) to 4 (late game) plants per beaver and space around?? that's all they manage??

cloud flax
cloud flax
radiant arch
#

yeah, that could deal with a 12x12 field πŸ€”

radiant arch
shell fiber
#

things seem mosly in order for now...

#

but now i want to remake the icons of soooooo many buildings πŸ˜‘

cloud flax
#

Doing it for the groups? Could probably use some vanilla ones too i guess

shell fiber
shell fiber
#

for example you made one tool be water and badwater, but the original icon was only water

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but i have mostly all parts i need laying around in the organised chaos that are my folders

shell fiber
shell fiber
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new roof

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(instead of the other roofs)

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other option

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4-long variant

cloud flax
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Can these be placed on paths too??? They would look soo cool with beavers walking under?

cloud flax
shell fiber
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basically the idea is that i want to push people to build them above paths, rather than just slapping one here and there

cloud flax
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Ayeeeeeee

stone pond
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lol

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nice to see a viable non-cheese one

shell fiber
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btw they have a range of zero, so they only work under themselves

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i even went the extra mile and added tiny lights

cloud flax
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Yesssssss! Now all my tunnels gonna be two tall so I can have lighted walkway!!

shell fiber
cloud flax
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As long as it feeds :P

short tiger
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Am I right that there are no dams or floodgates in this mod, so you are limited to only whole numbers for water heights?

radiant arch
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and the giant dam thing that works as a pump and houses legions. 5x5m wall haha