#Water Beaver Overhaul
1 messages Β· Page 57 of 1
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
That is nevertheless undesirable behavior, I'll see if I can trick the engine into displaying then anyway π€
Thank you guys for debugging the text issue for me, that would have taken me a while
if it's difficult that might be something easy to fix with code - unhide all upgrades, or add some spec to unhide some only
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.
Seems to be TimberCommons releated
It didn't repeat after a reload and repeat of the scenario. I must have glitched it just right.
mmm
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')```
After running that script a bit I changed it to 20000 (200 units).
it would actually delete some wood / sawdust on every switch, wouldn't it?
isn't that expensive if you need to switch often?
It doesn't, I am happy to report.
When it swithces back the previous one resumes where it was.
pending recipe ingredients aren't lost anymore?
Not sure when that changed, but a welcome change.
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. π
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.
If your numbers aren't on the edge and switching often, then it has more value.
For the record, what is the mod doing this. And where do you input that data ?
I might want to take a look at it
Automation mod i believe
yeah, the one by igor. has a small icon on each building that opens popup to set those rules.
Question, is there a trick to getting the gravity batteries to raise back up?
More power generation than consumption
Should work like normal gravity batteries
You can maybe also consider the smart power mod
Oh. That seems a bit complicated for the average fool π
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
You can use the constructor, which is rather easy.
I make most of my scripts with the constructor, to be honest.
Why should only the beavers experience suffering?
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
so I usually end up witha linked network of automation triggers so certain floodgates are masters for a set of downstream reactions
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.
I put them up here in a copy paste format for importing and exporting.
(there are buttons for that as well)
Correct image after clicking invert.
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 π )
It's from 1996. One of the language I learned was COBOL 80 ffs!
You already showed your age (and good taste), you picked the lisp dialect instead of the pythonic one
I think LISP was the default dialect, Python came later (and is maybe the default going forwards?)
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.
The quarks, mmm, I suppose that they are the fundamental building blocks, so it makes sense π
but yea, for most infix languages (c, c++, pascal, java, python, vb, ruby, c#, etc), they look 80% the same
LISP is just ... so different
like Prolog or Erlang
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.
similar, if I remember correcly: basica/gwbasic, logo, x86 assembly, pascal, vb, java, c/c++, vb.net, python, c#, cil, go
Nice
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
I played with turtle graphics on the Commodore 64 with a program I typed in from RUN Magazine. /laughs
Oh, I did NOT make this easy on myself. /laughs
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.
@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.
Is that a WhitePaws building perchance?
Yes.
Yeh I figured that as soon as I typed that XP
It is sorta equivalent to a hybrid between the sluice and the mechanical pump. It is a free unlock that wants power.
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.
Am I the o ly one who rarely uses pit and latted lodges π«£
I love them! They are so good for so many things, especially getting down a long way like this. Most of those hold water.
In this case 3 haulers, 1 builder and 6 double-high water tanks.
Since they are top accessed and liquid tanks don't have side doors they are perfect for blocking the drain in this badwater pool
But as you can see, the majority are not pit & ladder structures.
They make great corners if you're trying to make a L dam
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.
have managed to get 4 solar arrays up and running w/o a Foundry built yet π
I usually would just build stairs if not ladders π«£
I just try to keep pop to the min possible. Though I don't know how I will plan for seeps
And we got a whitepaws geo thermal plant?
Unlocked at start. 40 wood, 25 clay, 1 gear
We fs need adv. Geotherm it seems. New blueprint for it maybe?
Oh, yes plz!
@shell fiber definite need avdanced geo blueprints!!! π₯Ί
The colony seriously needs to faceplant some beavers into pure water.
@shell fiber bad water this time.
showering / farming in mixed water?
Nope. I had to expose them to bad water to setup a bad water removal pump.
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.
Having the door on the exit side is great when filtering for clean water. But doom and gloom otherwise.
Would have been easier if I didn't put the whole mess under thr ancient aqueduct waterfall. My poor planning there.
The greater colony is doing rather well. I need to think of a new name for this map though.
Seeping Desert doesn't fit.
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.
the sawblades yearn for freedom
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
should be fixed in current 6.0.9
not sure steam is up to date yet / might need to re-subscribe to force download
Or use Steam Update Buttons
unsubscribing and resubscribing forced it to update to 6.0.9 and it is now working, cheers!
They found updates to one of my mods (Automation) as I logged in and went to play.
Yep, I have a plan to try and do something similar with Mod Manager (show when updates are available on the main menu button)
I don't use mod.io but if I did that would be sweet.
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.
And one of the ENS ones told me I'm not making spicy sodas yet.
Brambles and water. Hrmmmm? Some sort of root beer?
I must learn patience.
did my first thing from the ENS with 1 person in there haha
@shell fiber I jsut realzied the logging loft comes in too high also.
@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)
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
Understood. The bot factory and two others are the only major ones remaining anyway, I believe. The rest are mostly cosmetic.
I can most likely fix the but factory easily by comparing with the current ones
The logging loft is also fairly easy
You are really that close to having all the major bugs knocked out.
Hot storage and the bot assembler are the last two things that crash the game, I believe! π
Take your time.
Does hot storage crash the game?
Yeah, I'm not trying to rush you. I am praising all you have accomplished.
@shell fiber
The big one, not the bowls.
"Advanced Warm Storage"
Ahh. Not yet unlocked that one. π
You guys have found all the bugs for 1.0. ππ Awesome.
I tried to make sure I didn't miss any. I missed a lot for U7.
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?
One river, 3 contamination levels. I would have expected them to mix better by this point. I guess it's not -that- far.
And on this 828th day of the colony (Cycle 41, day 10), research and duplication of the ENS blueprints has been completed!!!
idk if this was intentional or not, but everything the clinic makes doesnt have anywhere to be stored other than at the clinic
That is intentional.
I was confused by that in U7 and had to ask.
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 π
but i think it cost one million logs and stores one item π€ͺ
i wish someone could fix this abomination π
oh, i just saw an update dropped
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
I hope it doesn't break things too badly.
The changelog looks benign enough.
there's some weird thing happening with the shaft sound emitter script, i'm looking into it now
I saw the dev's response, so maybe?
let's hope, although that might be like the delivery priority issue, as long as it's not an issue for the base game...
but i thing enough people have mods adding complicated reciepes (bento boxes, berry pies etc) that they might consider it anyway
I'll update and load into my testing game. What all am I checking?
May be @ionic swift ππ
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)
make sure you downloaded 6.1.1, i uploaded 6.1.0 like and idiot and realised i forot to check it
ah, right, the text
well, here we go again
The number is 6.1.1.
so steam did something weird ...
i felt that it uploaded unusually fast...
As Steam does. π
Let me know when to update again.
Updating now...
Bananas are fixed! Yay!!!
Text is correct.
Bot assembler is working.
ALL known bugs are resolved.
remaining todo: animation for airship.
it is ?
i didn't touch bananas π
No longer says nothing to do in range and has bananas in stock.
There is even a little harvesting in progress crate in there.
@shell fiber A grand celebration is in order, I would think. Cheers! π₯
You never even got U7 this happy did you?
i had got U7 pretty close to completion, so... maybeπ
I was AWOL for a few weeks near the end of U7...
okay, gotta go for today ! see you !
Have a good one!
there you go βοΈ
thanks @nova crescent for the ping π
would be nice if you could test to see if it's actually fixed
@shell fiber and @storm gulch studying together in the ENS
Verified fixed in WhitePaws.
Thank you ! Hurray π
had a good chuckle at that one
Is it time to let JC know that water beavers should be ready for a playthrough?
He was here a few days ago asking and was informed
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.
@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.
An importable version:
action:(act Floodgate.SetHeight 0)
condition:(lt (sig Signals.NOXcontamination1) 10)
action:(act Floodgate.SetHeight 85)```
importable version for the signal part of the stream gauge:
action:(act Signals.Set 'NOXcontamination1' (sig StreamGauge.Contamination))```
@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.
huh, timbertrees sees the same:
Pointer Statue [200βοΈ]:
βΆ 10 Logs
βΆ 50 Metal blocks
βΆ 5 Planks
βΆ 30 Gold Dust
βΌ Basic needs: Severe Injury within 3 tiles
βΌ Basic needs: Major Burns within 3 tiles
βΌ Basic needs: Severe Disease within 3 tiles
Pointer Statue [200βοΈ]:
βΆ 10 Logs
βΆ 50 Metal blocks
βΆ 5 Planks
βΆ 30 Gold Dust
β² Awe: Pointer Statue within 3 tiles
What different values did you see?
Probably a very easy fix.
Same you show. One has injuries the other has awe
It's called Statue_PAIN internally
Then it's intentional.
Yeah, but it should not be two separate items.
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
Just as a tip: Next time, simply drag the log file (not the whole zip) into the message and it will be visible as an attachment.
Thanks for the tip, I will keep that in mind if I encounter any more issues.
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.
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. π
That never happens. π
42?! I -really- need to pay better attention to what I am doing.
The secret to agronomy is 42
Well, I guess I have no excuses for not making advanced food stuffs.
Mr. Adams would have approved, I am sure.
A bit of trivia. He occasionally wrote for Doctor Who.
But yes, I have read all 5 books in the trilogy.
yep! (was it during the early eras where a bunch of episodes are missing?)
No, more around the Tom Baker era (70s), I believe.
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,
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.
I know this is waaaay off topic, but it was too clever to ignore... and David Bradley made a great Doctor #1
Appears to be a 1-off error. I was not able to reproduce the crash.
Just the right combination of circumstances. I've had that numerous times myself with Timberborn, WaterPaws or not.
am I crazy for building a container for the wonder out of dirt?
At 1,000 dirt per block, yes. π
Go big or go home right
will be sling lots of rocks and metal blocks to keep drills diggin
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.
I haven't unlocked the big drills this playthrough, yet.
But I need them!
with well being near 100, have seen my solar arrays pulling in 900+ power
just sayin
Current needs are a wee bit higher.
And I have some things shutdown to save power.
Methane & Solar get me through droughts with no issue.
This is without my methane generators running
I -should- setup methane.
It's actually pretty efficient, I seem to always have a full storage container of methane. With just two fermentation barrels.
It's a debugging statue π
Should be devlocked
The methane generators may be too powerful to be honest.
I tend to go overboard on such things. This is my methane production... I'm just not utilizing it.
You could probably run purely on methane lol
Need to power a single building that requires 50bp? Use 2 methane generators just because lol
I think most people tend to ignore it, so it's probably okay π€
Overpowered would be if it were so good that I never went nuclear.
2 of them are close to the small nuclear generator
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.
To be on theme with the mod, I wouldn't mind if you increased the fuel usage. That being said I only have two built, and hardly ever turn them on anymore. I tend to turn my solar arrays on instead.
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.
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
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.
Need blueprint parse warnings:
beaver.hunger NeedSpec.StartingValue: float vs int
beaver.thirst NeedSpec.StartingValue: float vs int
Since I've got the methane to spare, I'm gonna follow your lead and make a few.
It is things like this that distract me and cause me to have 42 bachelor degrees in a box. π
I know what you mean
I have a method that prevents that. I keep my copyist and artist on different recipes.
I'm mostly sane in the blueprints area:
I got carried away with the ENS. I am not going to be making 17 more of them.
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.
That is what I did.
Sitting here wondering what is taking so long and I see I forgot a critical part...
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.
nit: there's a typo in ToolGroup.AdvancedBuidlings, and technically all of the files could be named BlockObjectToolGroup, not plain ToolGroup.
The game doesn't care about the filenames, but I haven't fixed timbertrees to (not care) yet.
Yea, I wish the game would highlight the 1 line you're missing an item for -- maybe a future mod?
or if the building refuses to run, which outputs are full
Yeah. That very thing was what led to my sawdust script yesterday.
Updated timbertrees to 6.1.2 update
refreshed! I've been using it a lot more this playthrough.
Do you use "Tool Finder" or "Omni Bar & Todo List"?
tool finder
Those 4 give me just enough during a drought.
Now to automate them...
There. Now I wont be wasting methane.
tell me if you think they are overpowered / underconsumming too
I don't think they are overpowered. As for fuel usage... I'd need to compare with IT fuel to power ratios for their combustion generator then scale to match output. I'll look into that tomorrow.
Or whenever I am awake again. /laughs
I got 100 of all the degrees π«‘
Atleast use some leviessss
Btw would it be possible to have a dirtblock building with 2 different recipies?
True, he could do a checkerboard of dirt and log levees π€
I guess that's your second recipe π
No no no
I was thinking about the terrafoming
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
Hot nuclear press might be a good building to do it maybe π«£
Locks it away pretty far down in tech tree
Hmm... That's not too bad of an idea π€
But the original idea was also to not let people rework the entire map as they always do...
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
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
I played till cycle 133 or something in U7 update and I think I would have made like at max 30-40 dirt blocks total in entire game
easily made 100 by 70th cycle on a very small map (double diorama)
but i believe that's around the limit it goes to without big effort
hmm... yeah, fair point, once you reach the endgame you should be left free to do whatever.
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..
plan on ussing a few up top for aesthetic purposes, just have platforms placed in some gaps for now though
Were you able to make any gold bars with that much terrafoming?
plenty, yes. all statues, abyss nuclear and all.
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 π (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..
well, whatever 
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
@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.
Wait methanw engine generates 1k power?? I thought it only generated 300
Currently 1000.
that was the original design, which was far too weak
Yeah I only ever used it once to test lol
But 1k is a nice decent amount to be considered useful honestly
oooh, the old placeholder text π
I thought that was intentional.
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
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.
Hrm... needing methane power to run the ENS? Is that what you are scheming?
@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.
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
I think the point to not forget is the emberpelts' power generation is meant to be mostly engines, so it's logical that they have very efficient ones
Excellent point.
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?
I honestly have no clue.
Hmm, my game breaks when I load up my save
save is from just a few days ago
Update the mod.
it doesnt autoupdate now that its on workshop?
it's not reliable with steam, sadly..
there's an update button in the game's mod list - or re-subscribing in steam - to force download new versions..
Use the Steam Update Buttons mod
Makes it so much more reliable
Is this in the workshop yet?
No... it probably should be. Maybe unlisted for now and I'll just share a link here until it's been tested by a few people.
I hope @shell fiber doesn't mind.
I am failing to figure out how to tag it.
I might still be able to get into my old world but I dug out a large space underground for lillypads
can't find in steam client 
your steam page says 'no workshop items' too.. is it hidden?
Yeah, but the link should take you to it. Stats show a couple of subscribers.
hi ! i'm back (for now)
some of the tutorials have a specific trigger, like having homeless beavers, or unstaffed buildings, for the whitepaws, it's better to overwrite them so they never appear
i don't mind, but what is there for me to mind ?
regarding the tutorial, right now what i need is to figure out the arborescence i want to have
put visually the original tutorial looks like this :
now for the whitepaws i'm trying to lay it out like this :
ooooh cool. I could make a flowchart then, and put more details in a spreadsheet for reference
what are you using to make the flowcharts?
i'm making them in libre office π€
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
never used it, although i wouldn't mind using it
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 !
thank you !π
Ooh, the release trailer is so nice π
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 π€
i like it for aesthetics. it's nice lights and fun to watch.
no real preferences between that and dance hall though.. kinda the same big flat unstackable dancefloor with lights, isn't it?
I prefer the dance hall and I think the WhitePaws would be more about some fun than the work-for-fun attitude of the Iron Teeth,
prefer dance halls! it can be named as rain garden maybe. and beavers dancing under the rain. nice water beaver theme
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
How many beavers you got?
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
You didn't build the wrong pointer statue did you?
. . . .
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
did you accidentally build a statue of pain ? π
it's the duplicate of the pointer statue, i accidentally let it visible π
a? no. 3? there's a possibility...
Now this after power billboard ? @shell fiber , you need the rename the faction description to "trapped pain" π€£
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
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
Be careful , or Lapan will make beavers gathering resin having sticky hands π
they already do π
although it's caused by the workplace now π
high chance with the flag, low chance with the tapper's shack
it's effectively the same, no worries
Glad that they don't use teeth for this, still be able to eat π
there a plan to get pumpkin chips in something other than just the cooking tent by chance?
only 200 entries left on the french translation / total review of the entries π
hmm... not really, but the CWKitchen could likely do it π€
i should specify, sticky hand fall under the "clean fur" wellbeing value, they just need showers/bath more often
oh, that reminds me...
beavers definitely deserve it...
after all, who likes to wash with cold water ?
we definitely need a nuclear onsen β’οΈ β¨ π
seems like that logical place to progress too for them
@shell fiber i just saw that mechanics lodge is science locked but architects lodge isnt. Is that intentional?
Hmm... Both should be π€
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
oops sry, i ||dev|| placed Architects lodge, that unlocked it. sorry for false alarm!!
I haven't checked it too much yet. But we don't need to guide the player through everything I think π€
Maybe only the obtuse parts
@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
i can remove a few like kimchi, irrigation tower, bananas
But the few Chains i kept were following:
- Building Upgrades (water pump, farmhouse etc): Cuz its not present in base game and need proper placement
- Dynamite chain: Just cuz its weird and people would wanna get them fs
- Metal factory chain (the anvil jiggery pokery + medium mine setup using billboards)
- 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
- It ends at ENS. I dont think need anything after ENS
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 π€
Also a stray thought... Aren't the irrigation towers a bit too easy ? Like maybe they could be behind a blueprint ? π€
might be adding cooking braised cabbage to highlight food efficiency a thing too? i find this pretty unique how much it matters with this faction
it's a big enough issue to need them for some maps imho to softlock them. given how it's just a tiny aspect of the struggle (food, water, population) i not think it 'too' easy either
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
It was a "side quest" in my plan, after the first drought because people have no business trying to get clay before that. And I want to use those triggers if I can π€
I don't think we have the tools to do that π€
what triggers do we have?
The five triggers I have indicated as diamonds in my original flowchart I think
Actually 7
am only seeing 6...
ah, for the record building glorious storage is no longer necessary early on
bbecause the builders now will pick up junk
Ah yes , you're correct
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
Not sure what the missing dam is meant to be
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...
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 π
ah, sorry I have to go soon
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
But do give this a look too. Cuz if you plan on doing something like this, i can make the Tech tree colour coded with their location regarding which group they fall in
@radiant arch @still frigate do look through the tutorial tree and think i should add/remove anything from this
only can do tomorrow. but will try
ah yeah am as well mostly done for today! will get to making the excel 
Is there a link you can share so we can work on it ?
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
not too shabby. built almost all the buildings at least once. know there was a few oddball ones i didnt get to though.
looks really deep already!
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 π
This is to prioritise them, not building them. Since they can work without workers. Point where it tells that there are buildings that build without workers
For science mostly. I thought of rice too but I thought sunflower would make more sense as it takes more time and is more sensitive to droughts, so gives reason to use irrigation lodge.
I swapped the kimchi and braised cabbages so now it would make more sense. Introduces harvesting brambles early on as well
Mostly for library use... Library soaks up berries and kimchi. And there's no way to grow berries. But yes, in the task I have put it to grow both berries and fibers so the go through both
If zip lines are made from mechanics lodge, I can add a branch for ziplines from there
But will add this in description for the large farmhouse. That's for sure a nice point
actually sensible.. also need plenty for fibre..
maybe hint at leaky bath and irrigation means around here too? should have had first drought warning by now i wonder?
not sure it fits any need in the busy era of science and blueprints? (given that advanced irrigation is kinda expensive)
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
or a leaky bath?
cheap and no lodge?
Yeah either of them works. But leaky bath is waaay to water consuming right
but it looks nice haha
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
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
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?
hmm still never made a rice ball haha
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
it's rather inefficient food though and needs plenty river.. nah.. will skip on them π
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
I'd guess the tent is not the issue, it's the treatments
without the science, they're just regular beds
would assume it's the "while you suffer" part haha
hahaha trueee
I think i wild indeed guide the player towards ziplines, specifically to show how it affect work ranges
i have made some modifications. will see where i can add the ziplines too
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
automation mod allows much of this easily already (season triggers). for smaller divertion there's a pump lodge and the cannons that can be set to only move clean / dirt water.
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
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.
ah...not really ideal for main water diversions then... and need power
The Leaky bath is really trash, pointing the player to it would be misleading I think π€
Speaking of which, did I even carry it to 1.0 ?
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
Actually got the tutorial I would have skipped over rice entirely, or at least until it becomes necessary for blueprints π€
really used it often as drought resistant shower
and for early irrigation when needing to limit beaver homes..
surely not efficient, but nicely closed a gap for me (espeically on smaller maps)
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
decided to bling up my discrict center and EMS
Hmm... I guess there is reasonable usage cases but it's consuming a lot of water π€
congrats! these whitepaws are a bit much for my brain to handle ngl
Hopefully with the tutorial, it will be a bit more manageable π
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. π
Took me to day 7, but I was able to get my beavers up to a river bath!
And by day 26 (cycle 2, day 7), my beavers have reached the -great- farmland and are harvesting berries.
**How to be mean: ** Make a small bomb that will destroy one of the important water sources feeding the player's lands.
i believe that's why they came up with the "begginner" and "unconventionnal" mark for maps, because the tutorial would not work on unconventionnal ones π€
/laughs
good morning everyone btw π
there's something i'm missing here, where did you find that "day5" trigger ?
Oh yeah, asked in the #π€mod-creators . You can set your custom triggers but will have to actually code it....
#π€mod-creators message
oh
i don't think we need to go that far
plus, people have roughtly ten days before beavers get too dirty to work
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
why? Is it because it's not really used outside of it?
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 ?
I get it too but not the same place.
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. π (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. π
My "tooltip" shows over Luke's DEV button.
Also, the modified map, starting areas, before the beavers get ahold of it.
also seen in #π€mod-creators
Crap. I was gonna reset the water so the coming badwater can surprise the player... or not. π
Okay one more edit, -then- a 3rd new game. /laughs
Isn't this much less scary? π
something similar is also mentioned at #πbugs message
looks all good and welcoming on the first glance :P
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
those
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 ?
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?
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:
Only one hundred text entries to recheck π
hmm... should platforms require ropes ? π€
hmm... it's slightly weird visually, but i'm fairly happy with that π€
noice
path gets blocked by platforms
meeeeeeeeeh
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?
that's also an option, but i have made the giant log twist 30Β° from top to bottom so that they line up effortlessly
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 π€
but that leaves a lot of questions, what happens to the metal rings etc ?
How bout having a door at bottom and door anywhere the connect to paths?
Usually these large trees dohave hallow trunks
hmm... i thought about that, but that doesn't feel right to me
the idea that the trunk would be hollow
the point is that it's a massive beam, at least for me
clearly the notches look better π€
but it's a pain to do
How would they look stacked up though... Will it allign esp with rope
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
Maybe a larger platform like 5x5?
Mega platform exists :P
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
It is done, my liege π«‘
yeah, i'm not surprised
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 π
whelp, it's just fine π
pretty perfect!
Oh my god!!! Makes me super happy!!
How is the behaviour with mega platforms? And you still keeping that platform and bridge segment?
they seem to be buiild normally, not sure they will be able to jump onto it and walk around though π€
nope
which... seems fine to me ?
although... they probably should be able to jump sideways on it π€
mostly for it to not confuse players? side-way-hatch-platform for pillars? π
edit actually might be fine to bring people to still build the ladders to access clockwork farms, not use the pillars as 'real' ladders
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
it's a bit tacky for now, but i'll adjust it π
Though, wouldn't mind the ability to build water wheels in the ducting too. But that's probably too hopeful
oh right.. can't anymore as the sideway bridge not fits close enough? could do that before..
easily got 5-7k extra from the abyss reactor just from a few wheels..
Ah, good point π€
Should be possible
I'll think about it tomorrow
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
The large ones can be build in the channel, but the support is the issue
yeah, just tried.. it's gotten somewhat more difficult now
still works - can 'go around' the pillars or go above technically
not a personnal attack of course, but i am forever distressed that people keep doing that π₯²
but unfortunately, this seems to be the most efficient solution
so those bridges things are indeed the best solution π€
What should they do instead? Is the intention for them to build the deadend segment?
in my head, people would be building something like that
also, this works now π
and that is now fixed too
This makes so much more sense!!
I always forget there's that bridge segment too for a gap
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
Okay this already feels and looks so much better!!!
New update is in! Hopefully it doesn't break stuff much πππ
well of course now the prefab viewer is broken π
Is this a very difficult bug to restore for this faction?
it means he can't use the tool to make changes. it not has any effect on game itself
or well, he can use most, just not see the visual part of buildings and such while working on them
yeah, that's just mildly annoying
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 )
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
hmm... true
i think this would be better
maybe I should have made my aqueduct 3-wide π
Yepp but now it looks a bit boring compared to the first one π«£π«£
1 wide exit might work maybe?
yeah but either way it doesn't really line up well with the aqueducts
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....
might work without any walls to puzzle anyone not told the secret lapan ways π
certainly would never have figured this one out by myself - which is sad, it looks really cool
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 ?
might. will look at it in a bit
ah, it still happens without your scripts
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?? π€
it's something that is in the bots and maybe in the beavers
uploading now
right now Bobingabout's script pack is broken
but the mod can work without
Well now I kind of want to make the large water wheels connect down too π€
Tell me how you like the new changes ππ
say is there a way to eventually close off badwater sources? or are the dam drain houses the only way to separate mixed water?
there's nuclear reactors that fit on top? (not used them recently so not sure they cut it off fully when inactive)
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)
oh.. yeah XD
holy cow, how comes i never figured that out before π
libreoffice has a tool to swap colors within an image
i've been relying on some crappy website for years π€ͺ
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 !
Left
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
looks perfect to hide snacks in and as an emergency snack itself!
not entirely sure what to give to the scavenger beavers π€
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
Maybe a rusty metallic looking hat ?
rusty version of this?
that would be nice, but i can't find a 3D model
Will be ...., hilarious, but, why not ? π
https://sketchfab.com/3d-models/safari-hat-00fa05ae10834647a8bf00c5a5a899a1 ? CC-attribute licensed?
that one is really nice too!
oooh, way to many faces π€
that took waaay to long to adjust
But looks nice
(it's for miners)
oh, the witch hat is fixed π
also, beavers working at flags no longer get a fancy hat, that is only for professionnals π§
@shell fiber It's crashing.
does that all interfere with the Hats mod?
Same happened with only your mods enabled.
pretty sure that mod didn't work in the first place π€
your texture pack is probably not up to date
yep : ```- Lapantouflemagics Texture Pack (v1.2.0)
should be 1.3.0
Yea it did
RCE even used it
This is the latest. @shell fiber
Same in mod.io
well that's a stupid mistake to make
i'll upload it asap
he used it on the vanilla faction, not with mine
i think it worked to get the hard hats but that's about it
you may need to force steam to update it
Might be all that's needed considering all the other hats of the folks in the faction
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 π€
I finished the french translation btw π
and therefore, also the review of all text entries
okay, enough for today
Is it correct to all the 4 element beneath must be the universal power shafts?
only one of them is. can only see it before build
if it not changed with 1.0..
Aaaah now i see
never really understood why this had to be so well hidden.. π
I'm blind to a lot of things in all types of games...π π
And maybe I would have seen it if I hadn't built it using dev mode
Only for testing of course
no worry, had to ask too haha
For obvious reasons my dear π§
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 π§
That is thus perfectly logical π
so given my situation i think the drain house is my best bet as the source im working with has both types mixed at the very beginning of its route.
I've got the bypass streams etc constructed but am not sure what the quantities would be. Like how many cubes of water does the source make vs the badwater one, how many cubes does each house drain
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
That will seal off the bad water source, the clean water ones should remain unaffected since this building is not watertight
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 π€
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
If you do do this, then I would request you to put a few scaffolding in the broken kart. Broken kart gives like 2 gears which allows for building pump upgrade + pass through lodge without getting to the mechanics lodge
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...)
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.
Yeah, tar will become a lot harder if it's sun flower seeds...
ah, yes, forgot to say that, but yes, i have put 3 inside
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?
in the end you'll need to do all of them of course
no i don't really want to force that
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
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
How about two recipes for making tar?
Less efficient with sunflower seeds and more efficient with sunflower oil?
i'm trying to get this thing more easy to handle, yet keep it not too ugly π€
well in the end that really doesn't change anythign
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...
nah, if i start doing that every building will end up with 25 reciepes
Looks cool! Could it have 2 outlets?? Door on center and outlets on both sides? Having sort of a U shaped building
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
that's also not supported i believe π€
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
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
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 π§
π
if you for example take cereal bars you get around 6 times sunflower need filled per seed. (i forgot the exact number, but around that)
so as your beavers advance in cooking they tend to use less and less of the original ingredients. also they always eat better foods firsts.
I used it once for long bridge building instead of stinky scaffolding stacks π
Once I could afford giant longs
Oh I'm really slow π
I made it work in my U5 save, you just have to have the outlets staggered
And can't have it too tall otherwise you have to put them on top of each other
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...
If you post the stack trace, I can try and add something to More Mod Logs that'll tell you what it's looking for
A minimal reproduction would help too
Oh okay, I'll try to send you something on Monday
So it's failing to find a TemplateSpec with a TemplateName matching one of the BuildingTutorialStepSpec.TemplateNames
Yep
But at the moment I don't see which one it's looking for and not finding π
so knowing which step, and/or which names would be helpful?
If course I could try to brute force it by loading all FT buildings and them removing until I find the culprit
Yes
Not knowing which step is failing is the issue π
Of which prefab it's looking for
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
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?
This shows the stage name instead of the step name
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 π
I don't have the PC on the weekend but I'll try on Monday π
Thanks !
is this the kind of alignment id go for if i wanted to put the upgrade module?
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
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
"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.
that's the statue of pain and should be dev-mode only/ hidden?
(as i understood it was accidentally visible recently and should be fixed in next update)
Yup thought so. I build like 15-20 of those then suddenly all of my bevears are injured and refused to work. ππ
i thought I had fixed it but the changes did not register because the nodding tools are buggy, I refixed it recently but didn't upload it yet
okay, i found the issue thanks to you π
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 π
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
okay, i can load the tutorial now π
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 π€
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 π€
and for disease, a bramble flower potion or whatnot seems good to me
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?
hmm... yeah, in prinicple it could be prepared on an open fire, but i think you need to block out the oxygen π€
Can we please have something for lighting underground tunnels please! a glowing fluid lamp maybe.... would make underground constructions looks super nicee
but the intent has always been to make you want to have more alchemists π
i'll write it down for now π
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
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
i think bobingabout's naming script is broken for now
i would have assume he has it fixed by now, try to force update it maybe ?
not gonna lie, realism be damned i don't want to have to deal with 3 different medications either
something like this but square (just the top part)
although... now that buildings can consume several elements...
Did try unsubscribing from all mods, uninstalled them and then resubscribed to whitepaws. Doesn't seem to have solved the issue. Guess I'll have to wait.
lapan really wanting to reduce our suffering!!!!??? 


try without the bobingabout script pack ? even if the game says it's required.
that said, if you're trying to play one of the "fuse everything" factions from zxuiji... i have no idea how they work
it's more a matter of excessive clutter in the menus etc. plus i need to think where to store the items, some reciepe use basic balm as input etc...
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
not really, only 2 reciepes, and the conversion rate has always been 2 seeds -> 1 oil
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"
No, only the whitepaws faction. That's the only mod installed other than dependencies. I get a separate, tutorial-based, error if I try without the script pack. It does seem there was a fix posted on the 11th of Feb for it and my version matches the latest. I'll try see if I can figure out.
i didn't really have time to look at it sorry π
is it about making the groups more convenient ? or is it about using moddable tool group's ability to have a single item in sevral toolgroups (because that would mess up the tutorial)
ah, right, yeah crap
well the tutorial is being made, i should push a fix for this mess asap
first one, making groups more convenient. No duplicates in it. maybe the tree nursery might be doubled can remove it from one place
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
hmm... actually it's pretty good π€ seems better that the utter chaos that my menus have become over time π
i would need to figure out which of those groups don't exist yet though π€
although some of them don't really seem all that necessary to me, like grav batteries or water wheels π€
i'll push one update now to fix the tutorial issues at least
you can change stuff as you like. I just grouped them so that people dont forget that there are further upgrades to them when they build the crappy stuff, else it might get lost in long menus π
hmm...good point
Thanks for this. Seems to run ok without the script pack so far π
Wouldn't tar actually be made as a byproduct of oil?
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)
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 π
might be cool actually.. using tons of clay and dirt to drain tiny amounts of tar from wood π€
given logs are likely in more demand even than sunflower seeds at this point haha
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
For me that makes about as much sense as making dynamite out of it like the vanilla factions, I don't see what could possibly be contained in polluted water that would result in tar π§
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"
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?
its just that the residue left after boiling off bad water should feel very similar to tar... concentrated essence of bad water will be very dark sticky similar to tar. Atleast that's what's going on in my mind. π
Dumb question, especially considering how much I have played this, but can brambles reproduce diagonally?
true... but I was focued at that moment on removing a bunch and blocking new growth. π
Now that I have had my fun in Sintopia's second playtest and it is over, I am back to beavering around full-time. π
Okay, I am set to test this.
1 eternity later....
They mature in 1 day
I hope the ever blossom does not spread XD
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.
Yeah so very unlikely that they spread diagonally.... That's sad
Sad, but good to know.
But I think that's the normal spread behaviour
yea, that's why if you max spread then
#.#.#.
.#.#.#
#.#.#.
.#.#.#
#.#.#.
.#.#.#
isn't the best way (because spread happens into the same blocks)
Yep. That is how I cut on my bramble ranches.
When the cutting mod worked it had a setting to do that too.
yea
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). π
oh, right, the fourth one is how to fend off badwater
oh shit
i was debugging so i forgot to put it back
/laughs
It happens.
but wait, i only devlocked the previous one
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 π€
would be fun to test which gives most with districts?
Interesting. Is this with normal wild brambles or domesticated wild?
either. depending on how many i need i replant domesticated or let them grow on path..
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.
can you still build dams on top?
big farmer works, but can flood itself
tree nursery would work too, but would assume it also floods?
also: wouldn't your middle tower flood from below?
I have never had them flood from below, but that doesn't mean they can't.
was curious if they could. they got the hole there..
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
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.
Damn now a waterproof glass roof would as well be cool decoration to see from underwater. Idea for roof^
@shell fiber
If I were -that- far, I'd aqueduct that badwater spout to something more useful. π
But yeah, that would look so cool.
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 π€
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 ?
I'm used to it there, but that isn't a great reason not to change.
so the handicrafter etc would just fall in the general "village" tab
well i'm nuking the existing groups to something that makes more sense (mostly @cloud flax 's rework)
Ah. Then I shall steele myself for change. π
can't see a reason not to move it post-ENS with requiring one tbh
okay, i probably modified a hundred things witout any test in betwee, what could possibly go wrong ?
i kept all flage together so that at very beginning the players dosent have to hunt for all flags in different different places. But seperating them might as well give player more idea on where different things are so that as well works!
add them to Grand dam too then :P
i'll try to load it as is for now, then we'll ee
ah, no, this one is blueprinted
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)
its main purpose if you ask me is to block 25 voxels worth of water π
ah
hmm
well, it's less complicated to get to, maybe ?
yeahhh and its a super cool looking building!
so .. i tried and do a quick test how much 4 beavers can harvest from a 5x9 brambles field with different pattern..
and turns out .. 27 till they die of hunger and thirst yay^^
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??
Normal checkerboard pattern has 1:1 non cut:cut ratio,
This seems to have 1:4 non cut to cut ratio so should be like 300% more area no?
That's why you need the bramble shredder :P
2 barns+ logging loft XD
yeah, that could deal with a 12x12 field π€
no idea. checkerboard is about 50-55% depending on edges
diamond pattern is 11/15 here (73%), technically up to 15/19 i guess if..
80% would be max possible (1:4).
things seem mosly in order for now...
but now i want to remake the icons of soooooo many buildings π
Doing it for the groups? Could probably use some vanilla ones too i guess
not necessarily, but i had to rework a bunch of them
for example you made one tool be water and badwater, but the original icon was only water
but i have mostly all parts i need laying around in the organised chaos that are my folders
Can these be placed on paths too??? They would look soo cool with beavers walking under?
Especially this!
basically the idea is that i want to push people to build them above paths, rather than just slapping one here and there
Ayeeeeeee
btw they have a range of zero, so they only work under themselves
i even went the extra mile and added tiny lights
Yesssssss! Now all my tunnels gonna be two tall so I can have lighted walkway!!
uuuuh... one bird two stones i guess π
or the opposite π
As long as it feeds :P
Am I right that there are no dams or floodgates in this mod, so you are limited to only whole numbers for water heights?
there is dams - 0,65m, upgradable to 1.65m.
there's a 'adjustable dam' like floodgate, sciencelocked and a little later, that can cover 0-2m height (great with 'automation' mod)
and the giant dam thing that works as a pump and houses legions. 5x5m wall haha