#Water Beaver Overhaul

1 messages Β· Page 58 of 1

short tiger
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What category is that under? The only dams I have are roofs that don't seem to do anything.

radiant arch
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yeah, those

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they block up to 0.65m in one direction

short tiger
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Oh I see so the roof has to be perpendicular to the flow. Okay.

radiant arch
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this one has a 2 wide dam in the middle part, next to some lodge

short tiger
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Yes, I get it. And no way to block a single tile flow?

radiant arch
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not less than 1m, no

spring heath
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And only next to dirt with loglevee :)

short tiger
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What triggers this one? lol

woeful sun
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The mine

cloud flax
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And ofc being too old to be a beaver :P

short tiger
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I shot a few mod ideas to Bob of a japanese style water based faction that I was thinking of making and he said I should check out this mod, I can definitely see why.

shell fiber
still frigate
cloud flax
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i think grau had made a patch that allowed to use them in game some time back, including one for frog statue

still frigate
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I knew about the frog. I have a modified frog for U7.

cloud flax
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this ^
Though am sure things will have changed since then

still frigate
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@radiant arch Do you plan to bring these into 1.0 or will that be a massive undertaking you wont have time for?

radiant arch
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darn.. i totally forgot about them again πŸ˜‡

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sure both the froggy and the lanterns are absolute must-haves!

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shouldn't be too complicated now.. but not today 🀞

still frigate
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To me, I see time like a canid. It is either right now or forever. 🐺

So I will wait "forever" for whenever you get to this. πŸ˜›

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In other news, despite finding it really cool, that map I have been working on is too unfriendly for WhitePaws and I don't have the willpower to fix it right now. Sooooooo... I am starting yet another one. Just this time I need to keep some very specific WhitePaws things in mind.

  • safe(ish) water for bathing and clay gathering that can be drained.
  • 2+ wide rivers for power generation since the 1-wide waterwheels are torturous, there is no wind, geothermal wont cut it, and nuclear is too far off.
  • enough flat(ish) spaces to feed a starving colony; they just get so big so fast.
  • don't put mines and badwater sources too close to the edge or they can be properly utilized.
    bonus: lots of native birch to turn into brambles to "cover the world" πŸ˜›
radiant arch
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ok, pinged the torii & lantern author. 🀞 they okay to update / let me work on it (no 1.0 support yet)

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frog statue .. will see if i can remember to actually push the update haha

still frigate
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Of absolutely critical importance, my vanity signature is perfectly centered over the paw print.

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The last one was half a glyph too far to the right.

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Takes a map height of 29 to make that. But mine are usually over 100 anyway.

valid salmon
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say are dam drain houses gone or smth? i dont see them anywhere

still frigate
naive tide
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two birds one stone :3

still frigate
# shell fiber I should upload it soon

Will this be the version with the changed-up menus, and does it need a full test, or are there more things to come before you want another "from scratch" test?

cloud flax
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Well if you are indeed planning to add new buildings, maybe look into endgame terrafoming too 🫣🫣

still frigate
cloud flax
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Am wayyy too far away from any end game, but if you are in zone of making things, might as well get similar things done together, that's why I said lol

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But you can take as much time as you like LoveIT

still frigate
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What are/were your recommendations for end-game terraforming?

cloud flax
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Here^ and couple msgs after that

still frigate
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NOW I remember that! A most excellent idea I thought (and still think).

cloud flax
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Not sure if there can be 2 recipes for dirt block though since it's not a normal building

still frigate
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I am certain there can be, based on what I saw in LeafCoats.

cloud flax
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I should try other factions πŸ˜…πŸ˜…

still frigate
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Bobbing's two factions each have some interesting mechanics. I still want him to make me a "growable" water beavers sub-mod like he made for his own LeafCoats mod. πŸ˜›

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Of course, Lapan might kill one or both of us if he does that. πŸ˜‰

cloud flax
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Oh i remember he was trying something with branches coming out as beavers grew

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Did it become a reality???

still frigate
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let me find my screenshot...

cloud flax
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In leafcoacts channel maybe:P

still frigate
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Planted and almost ripe adult beavers.

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And once they ripen they can breed normally too.

cloud flax
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Very very interesting

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Anyway really sleepy now!! Gn

still frigate
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gn

cloud flax
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Have fun with beavers:D

still frigate
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I'm emotionally wired, so I'll be up several more hours or more

cloud flax
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It's 11am here if that gives you any pleasure XD

still frigate
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Nice. Another nocturnal.

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I'm approaching 11 PM.

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Just starting to feel awake.

woeful sun
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just before 10PM here

still frigate
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And are you just getting started, or winding down?

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(Just curious)

shell fiber
still frigate
woeful sun
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winding down

still frigate
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Most of my life I struggled to be awake during the day. 9AM college classes were murder... and grade school I think was 6 AM to catch the bus.

Not pleasant.

woeful sun
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oh, yea, I'm not a morning person,

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I can just about manage 9am breakfast, 9:30 is first meeting tomorrow,

still frigate
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I can't easily eat breakfast. I need to be up a coupe of hours, or have had a lot of carbonated beverages to clear out my throat and stomach.

woeful sun
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Luckily only Tue and Wed have 9:30 meetings, Mon is 10:30, Thur is a mix (some weeks 9am, some 11am), Fri nothing thank goodness

still frigate
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Every mercy helps.

still frigate
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If I have done this right it should give a nice false sense of security.

still frigate
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This new map has an inetresting property. Due to how I made the starting area, when a drought hits it floods. Not for too long; it doesn't kill the crops. However, it certainly surprised me.

radiant arch
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sweet how "drains" suddenly stop to work when drought hit, isn't it?

still frigate
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Yeah. And this is a high pressure in and out.

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Other than player error, this map is surprisingly start-of-colony friendly. More so than most I have made.

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It coudl use a larger starting berry patch. You have to get irrigation setup to really start farming and if you forget to build housing for haulers... well... we all make mistakes.

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To any faction but WhitePaws this map is excessively generous with geothermal. But I gotta compensate for @shell fiber nerfs. /laughs

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Whew! The change notes are only bug fixes and some map changes. Doesn't look like there is anything that should break any mods.

still frigate
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This game's water source mechanics are messing with me. 😐

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I opened access to more water sources and my water pressure went down.

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Okay, nvm. I found what caused it. I thought some water sources were isolated but they are not.

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I may have to change the order of some timed events.

still frigate
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Trying to pretend I don't know all the gotcha's in this map, I left myself forget about the metal situation.

Any faction but the Water Beavers might panic at this stage, but WhitePaws have their mines.

However, I did provide metal. One just has to take a journey to get to either of the initial sources. One is up high and the other is on an island with a badwater moat.

cloud flax
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How do you generate maps so fast?!??

still frigate
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I'm not meaning to be evasive. I have no better answer. But... here are the mods I run when map making:

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Timberborn.Editor.ExtendedTerrainTools
Harmony
eMka.ModSettings
ModdableToolGroups
DevButton
TimberUi
MapResizer
TImprove4Mods```
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Most of those don't even affect map generation.

short tiger
shell fiber
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well the original intent was not really to make a japanese themed faction, it just evolved into what it is by crossing what i know with what i could think of with what assets i could find. (you will see they are also quite french on the sidesπŸ˜…)

typically, what should their base crop be ? folktails have carrots, potatoes, wheat etc, ironteeth have turnip-like things, corn etc. so considering beavers are strict herbivores what is left ?

i figured cabbage was still available, i also wanted some early water crop and rice was free, i kept sunflower because i wanted to press it into oil etc.~~ i came up with mushrooms before the devs btw~~🀐

I introduced brambles because i wanted the player to have to fight against the environment a bit more (before badwater and badtides existed), and i had found a 3D model that was neat with this red flower bud thing, and red thing + cabbage = kimchi. (at some point it was sauerkraut though) πŸ€”
also i think kudzu is mostly a vertical-climbing plant which the game simply doesn't handle, and i don't have a 3D model for that.

As for the everblossoms, i was poking at things to figure out what color palette was visually pleasing (at least to me, i like bright colors) and eventually settled down on white / pink, but where does the pink wood comes from ? well from pink trees of course πŸ˜…
but it's not sakura trees, because sakura trees are just blooming cherry trees (they don't even make edible cherries, booo !) , and they don't bloom all year round so how do i justify that ? We could call them ever-blooming sakura trees, but that quickly devolves into everblossom if you ask me πŸ˜‰

short tiger
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That makes sense. Most crops don't grow all year round either though. Cherry wood can actually be a warm pink sometimes.

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Bob put me onto your mod cuz I said I was considering making a japanese-themed water-based faction mod, and he said that a lot of that already exists and pointed me to your mod. I guess it's just too obvious a conclusion.

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Beavers have been observed to feed on Atlantic Salmon in Alaska. Even White-Tailed Deer will scavenge Atlantic Salmon when they're in season, because there is just a ridiculous amount of Salmon. But it's interesting that they maintain the ability to digest meat.

radiant arch
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for the sake of this game they are considered strictly herbivore if i remember correctly

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in reality many herbivores aren't that strict though... (maybe panda? koala?)

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lapans beavers might be a little out of the norm though.. feeding hooman meats to giant worms (and feeding the occasional beaver to worms or other beavers..)

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they aren't really transparent for the burgers either now that i think about it - whowhat's in those? πŸ€”

short tiger
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It's probably a result of the common misconception that beavers primarily eat fish, and pushback from the devs saying no, Beavers are Herbivores, they do not eat fish. Which is fair enough in clearing up a common myth. Buuut... as is always the way, sometimes they will actually eat fish.

shell fiber
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yeah in reality most animals won't hesitate to much on an egg of a squishy chick that fell off its nest 😬

radiant arch
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and there's rabbits... i'm scared of rabbits..

shell fiber
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i finished my tutorial / tutorial stage generator, will test it soon

shell fiber
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my cat's tiny teeths are cute in comparison

short tiger
# shell fiber ChatGPT... lied to me ?😱

Tell me about it I tried googling it and it was nothing but slop, pro or against, it actually cited sources saying beavers will corral fish into pools in their dams to make them easier to catch, and cited academics, some of them real, some of them totally made up. It's just all lies. Google Scholar is all you can rely on anymore. The internet used to be good I swear.

thorn dune
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there are so many papers published by/using ai now that google scholar is full of them too πŸ™

short tiger
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We didn't need GAI to end civilization. We didn't need Skynet. We'll do it ourselves with even the stupidest LLM's. 🀦

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@shell fiber Anyway, what do you think I should do if I want to get into Timberborn modding? I'm a game developer and have worked on two games relseased on steam, worked a bit with unity, have 3d modelling skills. It's been a bit of a while though so I've been thinking about sinking my teeth into something. But I don't want to step on your toes since our ideas overlap. How much should I rework my ideas?

radiant arch
shell fiber
# short tiger <@542299373606928384> Anyway, what do you think I should do if I want to get int...

modding timberborn is realtively easy, and as far as i can tell it taught me a lot, but if you already have experience i don't know how much that will teach you.
but feel free to do your thing if you like, this faction is really more of a high difficulty challenge that brings the game closer to factorio / anno 1800 than to vanilla timberborn.

but making custom faction can be pretty time consuming so it really depends what you want to do

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originally i felt the game was too simple and unchallenging, and lacked purpose so i tried to make it harder, but now it's much better even in its vanilla state

short tiger
short tiger
shell fiber
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for me the most PITA part of making a custom faction was to deal with the plants and their 3D model

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the buildings are relatively easy to rework / recolor etc

short tiger
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Thank you, this seems like a very friendly community most modders I've encountered are incredibly territorial.

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I come from open source, and modding is very similiar: Technically you can take anything and slap your name on it and re-release it. So you need a lot of social prohibitions on that sort of thing to ensure that nobody feels their work is not being respected.

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You add a lot of stuff to make the game more challenging, but I was thinking of taking things away. A water themed japanese faction, but one where almost all the food comes from flooded land, so you have to flood your agricultural land on purpose if you want more than Daikon (Carrot equiv). Then there is no liquid storage, so you have to build huge dams to keep your water. So lots of early access to levees and floodgames, rather than locking them to mid-game as you've done.

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But I also thought of maybe doing something egyptian (hydraulic empire) themed, using dirt in construction with really really early access to terraforming facilities.

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If a Japanese faction is too close to what you're doing.

radiant arch
# short tiger If a Japanese faction is too close to what you're doing.

what you intend sounds closer to vanilla style factions like bob is doing with leafcoats / emberpelts. that would be very different in itself to whitepaws.
whitepaws not really have levee and floodgates either. the core principle is 'every dam is a house', a balance between 'suffer or starve' really with deep multi-layered tech trees around industrialisation.

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imho a japanese style water loving faction would be very unique and fun

short tiger
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Whitepaws did a lot of what I was intending, I did want to make most buildings watertight so you could easily flood your early areas and build higher and higher dams.

thorn dune
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I often get confused playing vanilla as I expect all buildings to be watertight. I think it's a good change for the main game and would love more factions that do it

radiant arch
thorn dune
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this is my favourite bit of WB, giant living dams
#1070709592176197642 message

short tiger
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Yeah I ended up playing very traditionally because I did not really understand the full implications of the faction.

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I should have built all along my riverbank to raise the water line

thorn dune
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and the farms must be next to each other to allow for lofts etc. there's a lot ot learn and get your head around to plan for the future

shell fiber
short tiger
thorn dune
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yep. like the water pump ones, they need to be adjacent then you can place the upgrade "between" them

short tiger
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The farms simply don't look like something you can build on top of.

thorn dune
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it's been a while tbh I should replay with WB when 1.0 releases. I may be misinforming you with my bad memory so I'll be quiet

shell fiber
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no worries, that is why i'm making a tutorial

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there is also the billboards, but with so many things in the toolbar, not many people see them

short tiger
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It's very hard to make a game intuitive to play and if a new user can do something wrong they will.

thorn dune
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it's not entirely obvious that a giant picture of napoleon would make the beavers happier yes

radiant arch
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why not?

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haha

shell fiber
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eheh~~

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i have no idea why the tappers flag is in red πŸ€”

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is there any bug that makes it necessary for me to rush an upload ?

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it's functionning (apparently) but still mostly non-tested

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i guess i'll be typing text like a madman tomorrow πŸ˜…

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ah, right, the dam drain house

radiant arch
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hmm.. basewood isn't in textures pack but in main mod?

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there's soooo many materials and all.. how do you remember where's what?

radiant arch
shell fiber
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but i know in the back of my head that there's one or two textures in logstairs, one or two in 1x1x2 storage, and everything else should be in the texture pack

radiant arch
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oh, i might look into those too - want them for the frog statue overhaul

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updating mods in unity is such a pita.. renaming all the shaders.. haha..

shell fiber
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i think i didn't have to, maybe

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or maybe i mass-reassigned

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anyway, uploading

radiant arch
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doesn't look happy? πŸ™‚

west yarrow
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sad pepe

cloud flax
livid zephyr
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Frog licked itself and is now hallucinating

cloud flax
# shell fiber

the simple lodge could simply go in the hauler lodges maybe? cuz it as well employs hauler?

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and since you have put the forestry upgrades as will in hauler and builders, might as well put farmers building and hauling upgrade there?

cloud flax
radiant arch
cloud flax
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abyss elevator i cant find. i can actually see the nuclear powerplant

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I had kept it in science as most factories there produce it and its abyss eploration for science purposes right!

radiant arch
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this is too bright maybe? (floor pattern needs adjusting, just looking for colours rn)

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what to paint the whitepaws frog with? pink? green?
goal is to make it feel distinct and easy to spot in the usual whitepaws chaos, but not too different

cloud flax
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Also not sure if it was conscious but artist and copyist lodge are still in the village jobs. I had kept them in Science next to artists and mechanics lodges

radiant arch
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pink is kinda boring?

cloud flax
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prefer the previous one honestly

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where did you get that green texture lol

radiant arch
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lapan's ruins

cloud flax
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The group name for logging buildings in the wood group is named as flags

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Will see if there is anything else after dinner. Will compile it all in 1 msg. Should be easier that way to sort it out

cloud flax
radiant arch
# cloud flax What ruins??

there used to be a map maker/ reader mod (till u7) that contains ruins and broken path and (floating) crystals. there's a couple of materials for those in the texture pack actually

cloud flax
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Now I remember those ruins

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Used to give gears and ll

short tiger
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What is it that stops contamination spread again?

radiant arch
shell fiber
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Ah but wait, I think I have some blue and green custom wood

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Or you can also look at the artist "colormess" custom texture πŸ€”

shell fiber
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I think the scientific term for that is "oops" πŸ˜…

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Indeed

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I didn't see that in your rearranged tools online but maybe I just missed it.
But town jobs is fine too for me I think. Because they also make comics

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Ahah, kinda boring indeed πŸ˜…
I stand corrected

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Eew, they are in the "dull and moldy" folder for a reason πŸ˜…

radiant arch
cloud flax
cloud flax
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not sure what other messages you replied to πŸ™ˆ

shell fiber
shell fiber
radiant arch
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i dunno.. somehow i like the green mossy floor..
yellow wood on frog looks too bland imho.

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as for the artist frog.. it's rather unique, isn't it?

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just to show tone of yellow frog..

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now i need to figure out how to set these materials in timbermesh.. and ask knatte anka for permission..

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and maybe i can learn how to make a small fountain or water bowl for the frog?

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should have some water?

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pink & moldy floor fine?

short tiger
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This is what Kudzu looks like btw it doesn't just grow vertically. I was at Kagoshima volcano a year or so after a large eruption and there were areas that were nothing but Kudzu, because it was recently disturbed it was all freshly colonizing species and there were whole patches of the island which were just Kudzu.

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I can find like some reference to Kudzu Kimchi, and it is meant to have traditional medicinal properties, which I think are the main uses in the mod?

livid zephyr
still frigate
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Now now, don't make the brambles jealous. πŸ˜›

shell fiber
radiant arch
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not yet found green or blue wood tbh. but searching.
edit ironteeth indigo wood? that's blueish? .. is there a way to only use part of the material?
edit there's a green wood with your texture pack, but it uses different shader.
so only green/ blue i can apply without new material currently are the three below:

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the previous bandit look works too
or white & pink floor

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this would be vanilla frog colour with whitepawish ground (folktails/ ironteeth)

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as i can't find different green/ blue and there's no support for a pink frog..
i'd favour the dull green frog with white & pink base? (shadows likely are fragments)

still frigate
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I think the frog I had was blood red. πŸ˜›

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It seemed so out of place.

radiant arch
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emberpelts is red, yeah..

still frigate
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Well, that acutsally makes sense then.

radiant arch
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i like the pink frog πŸ™‚

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but will try and follow lapan's preference here

still frigate
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The race to get the science! 33 days left. Only 24% done. I gave until cycle 7 before starting the 66 day countdown. But... the science was halfway across the map and I had legit forgotten about it until I got the bomb notice.

My poor contaminated beavers and another badtide is almsot upon us. We can't even start making science yet since we haven't reached a steady badwater source.

radiant arch
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that's some serious distance without ziplines!

still frigate
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Yeah, and I've had to cut through deadwood to get there.

radiant arch
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and a lot of dead berries DamFT

still frigate
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The map had so many berries... and the first badtide wiped them out. Also took out all brambles close to the starting area.

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It is a VERY deceptive map.

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@shell fiber Would you please be willing to fix all p&l buildings so they have the + path access like the liquid storage? That is sooooo much nicer.

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This is a seep. It hsould not overflow the banks. But when badtide hits it does. Nothing else is feeding it... yet.

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Bad tide in the starting area. 😭 😭😭

radiant arch
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do badtides disable/ change drains too now?

still frigate
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Hrm... I need to check next time. I am not certain.

radiant arch
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seems odd how there is so much more water

still frigate
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But this map has a lot of bad water drainpipes so everything floods.

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There is more than one place where the drain can't be blocked without blocking a good water source.

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Doesn't that look daunting (and maybe a bit epic?) from down low?

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My waterfall looks Nahuatl.

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I was -about- to report a bug until I noticed the new badwater icon.

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Maybe add the rad symbol back in to that one or doe it look bad that small?

still frigate
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It looks like they are gonna make it!!! 2% in 7 days.

still frigate
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So... one geothermal can power two presses. That wasn't even a consideration when I made this part of the map, but it works nicely.

still frigate
still frigate
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/sigh

There are reasons I ususally play WhitePaws with badtide turned off. Before I could even recover from the last badtide another hit, and now I am in a drought. And I'm on "normal" difficulty.

still frigate
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@shell fiber I assume you are aware that you are missing a multiple text labels so I haven't been reporting them. Please let me know if my assumptions are incorrect and I'll start making a list. πŸ™‚

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Are ladders eating 800 science new? I thought they ate around 300?

woeful sun
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I think they've always been pretty expensive

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They were 300 in update 4, and went up to 800 for update 5.

still frigate
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I never played WhiePaws that far back, so I must be mixing it with another clan.

woeful sun
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Leafcoats have it unlocked by default πŸ™‚

still frigate
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I know. That is sooooo nice.

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Okay, I am really a jerk sometimes. This was just mean of me, even by my own standards.

I forgot I blocked access with a rather large amount of metal.

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And this is practically useless for WhitePaws. Ho boy. I might skip it and go onto the the mega tank since I have ladders.

This unnatural tank has an aquafer at the bottom just waiting to be built on and powered up. Pure water for the whole colony once it is live.

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I pre-filled it when I made the map. 20 levels of dehydration over 331 days...

still frigate
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I have moved my district center to where no bad water shall ever reach it. Just in time for a badtide and one of my doom fountains to kick on.

woeful sun
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queue: "Gir - The Doom Song"

still frigate
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(If I remember that right from that episode_

woeful sun
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6 months πŸ˜• I had to go check

still frigate
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Oh yay! Something went right. I was afraid it might come over that one side that I left exposed or the tops

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It is a bit close...

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Nope... it breeched.

I wish there were more single-height things that I might want to use for dam building.

still frigate
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Well, I think I've found enough water beaver tweaks needed to justify going back to the editor and then running a new game.

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(I jsut hope I remeber all of them)

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I hope Igor gets automation/custom tools fixed for WhitePaws soon; I miss having it.

still frigate
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Okay, about an hour and I think I have fixed all the major problems I had with the setup, altered a couple of things, and found a section I had totally forgotten about. That section is now finished and explains some stuff that I was wondering why I did. /laughs

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Minor tweak to make it look more like a temple. πŸ˜›

shell fiber
shell fiber
shell fiber
still frigate
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(Such is life.)

shell fiber
still frigate
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I mean buildables without them.

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Like the wooden stairs I pointed out yesterday.

shell fiber
still frigate
shell fiber
still frigate
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Still missing.

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I am working on getting used to the new button layout. No real complaints. πŸ™‚

shell fiber
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or i can make them all behave like this

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my immediate feeling is "yuck" but i could get used to it

still frigate
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This is your vision. Do as you feel is right for you. πŸ™‚

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The one game I used it in so far is abandoned as a map failure. πŸ˜›

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If it were super important to me I -might- fight for it, but this is not. It was just convenient.

woeful sun
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I just updated timbertrees for 6.1.4, and now I've noticed that it's out of date already

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wooah, what's with mod.io freaking out that 6.1.5 has "executable files" in the zip file?

woeful sun
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k, updated #1258681137362899005 for 6.1.5

shell fiber
woeful sun
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This is the first time I've seen it

shell fiber
woeful sun
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for a non-spammy mod

shell fiber
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i'm dissolving the farmhouse group back into "food" and making a "farm upgrade groups" that contains all double triangle upgradesπŸ˜…

woeful sun
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updating timbertrees is super easy now, just download latest files, run script, zip, upload, done

shell fiber
woeful sun
#

Emberpelts and Leafcoats still require an AssetRipper step, but base game and Whitepaws are a single step process.

#

still plenty of untranslated strings,

#

and the Shafts BlockObjectToolGroupSpec is still using the PowerShaftHorizontalStraight sprite path for the localization key

#

(should probably be ToolGroups.Shafts?)

shell fiber
radiant arch
#

this always so confused me!

shell fiber
#

this one will be purely visual

cloud flax
# shell fiber

I would rather break the farmhouse group completely(farm house, assistant upgrade, large farmhouse house and zipline) and put rest in their own groups as before (builders in builder, haulers in haulers)

#

I nevers used stuff in that group cuz I always missed them

#

RPG in well being makes sense

#

Same with irrigation

shell fiber
cloud flax
#

Oooh then thats fineeee

shell fiber
#

i moved the abyss subgroup to metal because that's where people would expect it to be πŸ€”

shell fiber
radiant arch
#

looks hungry for meats to me πŸ€”

#

tone matching still and trying out lil water bowls

radiant arch
shell fiber
radiant arch
shell fiber
#

i think i prefer the pink one, but then the railings should probably be basewood_yellow

radiant arch
shell fiber
#

seems nice to me 😊
what's the floor made of ?

radiant arch
#

irregular planks white

shell fiber
#

just needs to check it in-game now 😊

#

feel free to test the tutorial flow if you have time 😊

#

i'd do it if i could ever find time to actually play πŸ˜“

radiant arch
#

surely will do on weekend!

cloud flax
radiant arch
#

got it working somehow.. yet.. it's not in the tool group somehow too..
do i need to do more than just append it to the templatecollection for Buildings.Whitepaws? it's Whitepaws_Wellbeing now and there's many of them πŸ™ƒ

#

so much has changed πŸ˜…

radiant arch
#

guess that works in game too

cloud flax
#

wait there was a hedge bush in game?

#

looks soo pretty

thorn dune
#

yes. folktail decoration. no need though so no one builds it

cloud flax
#

oh yeah i remember using it for my chess pieces!

thorn dune
#

it looks great, but who can sacrifice the efficiency of a tile to build them?

radiant arch
thorn dune
#

right. I have 500 levees still to build in my current vanilla play, I can't build hedges! πŸ™‚

radiant arch
#

you could top your levee dams with them πŸ˜‰

radiant arch
#

haha, it gave up πŸ€”

#

well, hope it not breaks things 🀞
just reset dependencies to only reflect upcoming 1.0 timberborn πŸ˜‡

still frigate
cloud flax
#

Looks pretty!!!

still frigate
#

First badwater for WIP-MAP 007 v2: low overall damage and no unexpected flooding. But this is the n00b badwater, so it isn't a great test.

The starting area did surprisingly well.

still frigate
#

Things on this map haven't turned ugly... yet.

Until they do, this almost feels like a model beaver colony. It even has a proper aquifer-fed reservoir that should soon be hosting lilies.

still frigate
#

@shell fiber I am getting an error with the logging loft.

EDIT: I used dev mode to force it to build and it is working?

Could the gate be blocking it building somehow?

Gonna test that...

Nope. Took out the gate and replaced it with a path and got the same error.

livid zephyr
#

Why does that look off for some reason? Is it supposed to be the 1 tile closer to the door? Like it would be on farmhouses?

still frigate
#

That is how it has always looked

#

I am giving this layout a run in my current game.

still frigate
livid zephyr
#

Will admit I'm not even remotely close to most versed with this mod, just finished the 1 run recently. Just looked odd. Can you put it on the farmhouses as well or no?

still frigate
#

Yes

#

So you can have +logging farmhouses if you had such a need.

still frigate
#

Alas, even with widening the main outflow, badtide still breeches the banks.

still frigate
shell fiber
#

It's accessible through path but they can't build from inside another building

still frigate
#

Which is why it worked after I force-built it in dev mode?

still frigate
# still frigate I am giving this layout a run in my current game.

@radiant arch It worked well until it didn't work at all. The last badtide took out all but 7 wild brambles on about 7/8th of the map (plus some dried out and dying ones I am gonna try to save). There is a high plateau with wild brambles (image 2) and there are these (image 3).

Unfortunately I am nowhere near unlocking the tree nursery.

shell fiber
shell fiber
still frigate
#

Thinking the fence may have been interfering? I happened on both of these too.

shell fiber
#

not complaining anymore

still frigate
#

Explaining brain boosting salts to my husband and I realized it boils down to Everclear and Toxic Waste. 🀣

shell fiber
#

yes, basically they need a free spot immediately adjacent to the construction site

#

the main drawback is that junk can end up here

still frigate
#

That seems less than optimal of the game engine, but at least it works.

shell fiber
#

nah, it's just that the determinant for wether a builder can build from a space is wethere "bottom" is occupied, except the rubble is also looking at this space to land

#

but it gets collected properly, so no issue

#

i can see people putting themselves in this situation and not understanding what's wrong, so i'll adjust the triangle buildings to allow that

still frigate
#

Cool.

still frigate
#

Oops. AFTER this upcoming badtide

#

Upon badtide the irrigation towers switch from water to PRF until it is over.

#

Do you know if Igor's automation engine has any sort of delay? Like wait one day or something? /laughs. The changeover from PRF to water happened too fast and one side took a hit.

#

Never mind! I'll put in a water gauge and delay the change back until the contamination level is low enough.

still frigate
#

Has been for months or more. Just make a custom signal and trigger off of it.

#

This should do it.

#

I think 300 is 30%

shell fiber
#

i'm starting to write the text entries for the tutorial, for now i'm going for a "instructions letters from management" style rather than plain "do this, do that"

i'm also double checking with ChatGPT, which one do you think is better ?
normal tone ```Dear Expedition Leader,

If you are reading this, you have either found an ideal location for a new colony… or, more likely, stranded yourself in the wilderness after driving your kart far too fast, as is your habit.

Enclosed you will find detailed instructions on how to establish a functioning settlement. Follow them carefully, unless your intention is to doom the equally reckless souls you persuaded to follow you into exile.

We wish you perseverance, resilience, and a long, productive distance from the homeland.

Do not return. or super sarcasticDear Expedition Leader,

If you are reading this, you have either discovered a promising site for settlement… or, far more plausibly, have stranded yourself in the middle of nowhere after exercising the exceptional judgment for which you are widely known.

Enclosed you will find instructions on how to establish a viable colony. We strongly encourage you to follow them precisely, as improvisation is unlikely to improve your current situation.

Do try not to doom the industrious, optimistic, and tragically trusting individuals you convinced to accompany you into exile. Their only mistake was believing in you.

Should the settlement fail, please ensure the failure remains local.

We have already invested enough in your potential.```

still frigate
#

I find them both rather snarky, but I like the first one better. It has the right amount of blame and seems to fit in with the WhitePaws rather judgmental attitude. (See their view of their balloon trading partners for an example of this.) πŸ™‚

shell fiber
#

hmm... i'm starting to run with the second one for now πŸ˜…
we'll see

radiant arch
#

i sense a french soul haha

#

i like it

shell fiber
#

Not gonna lie, chat gpt has done pretty golden ideas. Like for the first one, place flags and cut trees etc it adds "we trust you can identify trees without assistance" 🀣

woeful sun
#

I think 1.0 is 100% contaminated,

#

It depends on if you use Lisp or Python syntax in script mode, I'm not sure what mode teh constructor uses

#

Lisp mode doesn't support decimals, so contamination goes from 0 to 100. Python does, so contamination goes from 0 to 1.

#

There's a mod setting where you can show the current value instead of the signal name

still frigate
#

Then I want 30. I know the constructor isn't decimal.

#

Thank you

woeful sun
#

Zzz time for me now, ciao

radiant arch
# shell fiber i'm starting to write the text entries for the tutorial, for now i'm going for a...
Dear Expedition Leader,

So it appears you finally found a promising site for a new settlement… or, far more plausible, have stranded yourself in the middle of nowhere given that exceptional judgment skill you are widely known for.

Enclosed you will find instructions on how to establish a viable colony. We *strongly* encourage you to follow them, as improvisation is unlikely to help with your current situation.

Do try not to doom the bright, industrious, and tragically trusting fools you convinced to follow you into exile. Their only mistake was believing in you.

Should the settlement fail, please ensure the failure remains local.

We not expect to hear back from you!

i like the generated one, but it's plausible here i believe and it's a little wordy and weird around the edges..
so how about this one?

(not sure it should shorten to a less sassy given your exceptional judgment skill or given your exceptional/ extraordinary wits.)

still frigate
#

I'm a stickler for an Oxford comma, but that is a matter or style in most cases.

radiant arch
#

i'm no native speaker either though, so might have made mistakes πŸ™‚

radiant arch
still frigate
#

with Oxford comma: the bright, industrious, and tragically trusting fools

radiant arch
#

i'm always curious to learn proper english (and i squirmed at writing it judgment.. whoever ate the e??)

still frigate
#

In this case there would be no confusion. In some cases, the lack of it can be very confusing.

#

I also try to be aware of whether I am writing in English or American. But will all my typos and transposed letter, it is often difficult to tell.

radiant arch
#

'beaware' πŸ™‚

#

not mixing english and american up is soo difficult

still frigate
#

Yes, it is.

#

I make more than my share of mistakes. /laughs

shell fiber
#

right now i'm there

#

but enough for today

shell fiber
sullen cape
#

I gave it a second and it cleared up for me?!

shell fiber
#

i can't read a thing on my cell phone

#

anyway, i have one hour ish to playtest

shell fiber
still frigate
still frigate
#

@shell fiber Not working as you planned it would seem...

shell fiber
still frigate
#

Verified that is the version on Steam.

#

Hrm.... there is a mod I use that break tutorials now that I think about it...

#

But I don't remember which one.

#

Assume this is all on my end for now.

ivory fractal
#

I found a small bug at the price of dynamite. Dynamite to a depth of 4 blocks costs only 3 explosives.

abstract vector
#

@shell fiber have you seen eMka's new raft logistics mod? I think it would be a great addition

shell fiber
#

But realistically... Not super useful. Timberborn is not a game were resource transportation is an issue πŸ€”

shell fiber
arctic olive
still frigate
#

The future in aquatic-assisted goods teleportation. Must be some sort of Krynish gnome disguised as a beaver.

#

If -anyone- happens to know which of my 42 mods is preventing tutorials from running, please be so kind as to let me know. πŸ™‚

MoreModLogs
Lapantouflemagic.1x1x2Storage
BobingaboutScriptPack
BobHousingOptimize
Harmony
Grauschweif.Scriptpack
KnatteAnka.Materials
KnatteAnka.frogstatue
Tobbert.Ladder
Lapantouflemagic.TexturePack
Lapantouflemagic.Logstairs
eMka.ModSettings
ConstantWind
FasterUnderwaterMovement
ModdableToolGroups
Timberborn.IgorZ.CustomTools
Timberborn.IgorZ.Automation
DevButton
SaveEveryday
Timberborn.IgorZ.SmartPower
TimberApi.UIBuilder
SteamUpdateButtons
Timberborn.IgorZ.TimberCommons
TimberUi
MapResizer
ModdableTimberborn
ConfigurablePumps
ModdableTimberbornAchievements
TImprove
TImprove4Achievements
TImprove4Ui
TImprove4Mods
ToolFinder
Tobbert.Unstuckify
Vertical Nav Mesh
KnatteAnka.waterextention
KnatteAnka.waterextention.IrrigationTowers
KnatteAnka.waterextention.PowerEdition
Lapantoufleagic.WhitepawsFaction
HangingOverhang
grauschweif.whitepaws.frogstatue
KnatteAnka.MoreGroups
woeful sun
#

I thought that ModdableToolGroups disables the tutorial?

#

It used to (unconditionally), but might still be disabled in settings?

still frigate
#

unrelated: Does timber trees have a home button I am missing or does one just edit the URL to go back to the beaver choices?

woeful sun
#

You mean from the faction specific screen back to the list with factions and languages?

woeful sun
#

yea, there's no navigation for that, you can just use browser back button

still frigate
#

Starting a vanilla-ish game to test that theory.

#

Tutorial still works with that one at least!
Next guess is custom tools and/or automation.

#

@shell fiber @woeful sun The culprit was Igor's automation and/or custom tools.

I already completed the brambles tutorial. So, aside from missing all the flavour text, the tutorials seem to be working.

#

I already asked Igor to fix Custom Tools to work with WhitePaws again (plus he's celebrating his anniversary) so I am not even going to mention this to him. πŸ˜›

#

WTF?! The tutorial is working now?! I'm running the same build I was when it wasn't working.

#

My natural play style took me all the way to here:

#

(Resin is in a crate storage house.) πŸ˜›

still frigate
#

@shell fiber Check the mushroom grower tutorial. There were no checkboxes.

still frigate
#

On this third playthrough/map variation, I have all but abandoned my early starting camp after the first badtide. I'm early enough I don't have PRF yet, so this second one may do a lot more damage. And, of course, it is coming right on the heels of the first one. Yay RNG.

As for the tutorial, at this stage I am building the contamination jail, which fits what would have been doing after the first badtide anyway.

I think I'm running a bit behind how I would in a more normal game [Day 102 (cycle 6 day 12)], but I do not blame that on the tutorial. Instead it is my foreknowledge of all the bad things to come on my map and trying different strategies to help keep my colony safer.

still frigate
#

@shell fiber The "upward power shaft" (L-shaped bottom) is practically impossible to directly select once placed. This makes changing priority for building, or destroying it a bit of a pain because you usually have to drag over it instead of selecting it directly. This means one is often affecting other things as well.

still frigate
#

This one looks a little off. Also, since it doesn't have the flavour text should I assume it wants 3 mushroom growers dedicated to brain-stimulating mushrooms?

still frigate
#

What next indeed? πŸ˜›

#

@shell fiber It appears no further ones are ready at this time. These are all blank.

#

I hope this has been helpful. πŸ™‚

woeful sun
cloud flax
still frigate
#

If your map is frequently flooded with badwater then put everything you can on stilts!

#

And to make all those stilts? Overkill!

#

If they can't keep up there is room for more.

still frigate
#

I usually go for the large farmhouse as my first researched blueprint, but with this map's spread out resources I went for ziplines first.

edit: In fact, I am so used to doing the large farmhouse first that I have been sitting her muttering at the copyist for not processing the blueprint for multiple days. The copyist was set to farmhouse, not zip system. Arrrgh.

#

@shell fiber Here is another weird build error. It doesn't like to build these in a series such as this. And, like the logging loft, if you built it in dev mode it works just fine thereafter.

shell fiber
radiant arch
#

the black text when choosing faction / before starting a game - thanks for adding a note about me there too!
so it's hidden behind the buttons really and barely visible due to low contrast. can't even read first half of it at all.
personally wouldn't mind if you just skipped the part about my scripts.

#

stupid question: how do i trigger the tutorial? found the setting πŸ™‚

#

~~i dunno... tutorial not works.. it's just broken titles and no action.. ~~
i can "continue" anything and it not does anything but show the translation keys?
restarting fixed it (title texts still missing)

#

steam 6.1.7 version verified..

radiant arch
thorn dune
#

what are my options for water seeps in wb? trying it out again and I think I've found a map with no bad water sources (can't be capped) but it has a lot of seeps.
look like realistic options are building dirt tiles all around the bad seeps, and using water cannons or normal pumps + irrigation on the clean seeps?

radiant arch
#

so yeah, building dams, houses, dirt blocks or levee around to force-stop it would work

thorn dune
#

right, so if you want to increase the depth you have to closeit off and pump the water out. otherwise you lose clean water

#

right but the pumping options. is it just normal fresh water pumps + cannons?

#

there's no mechanical pump

radiant arch
#

you can only extract it using pumps or use the cannon/ drain house to move it as water

#

or dig channels really to make it flow off naturally if can

thorn dune
#

oh the dam drain lodge. does the dam drain lodge apply pressure? I can pump into the bottom of a reservoir?

radiant arch
#

i not tested it but would assume so

thorn dune
#

ok painful but possible πŸ™‚

radiant arch
#

yeah, painful weak option haha

#

regular deep pump handles 0.5 x wellbeing source strength, so ~1-2 sources with well being of 20 / 40 i would guess.

#

might be more efficient to use that with a fluid dump maybe

thorn dune
#

it usually is but it's labour based so a direct cost on the number of useful beavers you have.
that said I can't find any windmills anywhere now so many power based buildings are a bit harder than last time I played

radiant arch
#

oh.. wait.. i miscalculated.. it's not 1mΒ³ per source and hour.. it's more.. so might be drain house is more efficient still by a little..

radiant arch
#

oh and solar power. since they become tradable it's a nice option too

short tiger
#

My population control methods are getting out of hand.

radiant arch
#

hmm.. so the DC can hold much of the broken cart resources now?
no need anymore to build storage for those? or glorious storage at all?

thorn dune
#

hmm well this did not go well. perhaps I was too trusting, but this map needed 3 thorns torn down to get to water and I believed the "low chance of injury" turns out that got >7 beavers injured which is also apparently a death sentence πŸ™ I guess I'll go back to waiting for wb to handle the new mechanics

radiant arch
#

fermentation barrel has no description rn: Lapantouflemagic.ZauerKrautBarrel_Noworker.Description (english localisation file has it as Lapantouflemagic.ZauerKrautBarrel.Description)
actually there's a couple in the player.log too

radiant arch
#

testing the tutorial i got confused by flags not being menu-duplicated under the actual gatherer buildings. might be less confusing if they can be found under both?

#

testing tutorial on cliffside map proved troublesome.. there's neither brambles nor scrap metal reachable till around cycle 5.. and not enough farm space to brute-force population to primitive mine it at decent pace..

#

so far no real problem with tutorial till library. just super slow when initial trees run out and it takes 2-3 weeks for everblossoms due to drought. than scaling population/ workers is tricky and need to figure it out, same with stairs and how rice is grown from land farms.
stockpiling on rice proofs helpful though

#

new injury / sickness rates look fine too. tricky, but not too demanding to handle - would say it's lower than before. usually would have had twice the numbers

#

little sad it's fully visible what building does how much (including the death rates.. )

#

only part i not liked was 'hand of soup' tutorial -> i never use that really and not need it this early either. but the concept is unique enough to warrant it i guess

#

maybe hauling came short πŸ€”
only had 2 of them and put all that could run without workers to do so..
likely would have needed 4+ haulers by the point i had primitive iron works and cooking started. would have helped with the worker demand too.
had to prioritise the smelter/ wood burner to work at all a lot lacking workers / avoiding pointless injury/ burn

#

fun-fact: bucket posts can contaminate even when river is dry πŸ™‚

#

maybe they should stop working if there's no water?

#

maybe plank tanks should be stackable / high platform should fit!? -> i still not like them, even if they give low cost.. pit tanks are much more handy..
went for a water storage p&l lodge too, given i needed some stairs up the cliff, so had 880 capacity by now πŸ™‚ the hauler and extra workers been more practical tbh

ivory fractal
#

It is not possible to click and select the gray blueprint of the Upward Power Shaft. All the other shafts are fine, only this one is broken. If you deactivate the construction mode, then the building will appear as several sticks on the ground, in this view it is possible to click and select it.

shell fiber
radiant arch
#

love the new medical beds / balm chain btw. great change!

still frigate
#

Just HOW in the 13 hells did my fancy waterwheel blueprint get lost between the artist and copyist? I don't have any pending ones to build that would have eaten it.

It has been AWOL for at least 3 days. WTF???

#

Grasping at straws but what happens to a blueprint if the beaver transporting it dies?

woeful sun
#

I don't think a beaver can die mid-job. They finish the job, and then go to the district center to die.

still frigate
#

Okay this is just weird.

woeful sun
#

I think switching recipes will cause the current input to be lost

still frigate
#

I didn't.

#

Only live rescipe I switch those two out of is comics.

woeful sun
#

JC had something similar in their last WB playthrough.

#

(one of the Bachelors in Agronomy went missing)

still frigate
#

I'm gonna dev spawn a single one... and let the artist start the cycle over.

#

And it was fine that time.

#

What did JC ever discover?

woeful sun
#

it was never found

#

There was another blueprint (maybe balloon or airship? related) that got "stuck" trying to move to another district (because of low storage), but that was eventually resolved

#

(basically the game struggles to move items with very low quantity between districts, because it tries to balance between the districts, and there's no "half-of-one-item" that works)

still frigate
#

Yah, I can see that. This is a 1 district game (so far).

woeful sun
#

yea. Do you have storage for the blueprints?

#

They should really only be possible to be in 3 places, output, storage, or input.

#

and that should be a very short list of places to check

sullen cape
#

Hey, I had my pilot's licence go missing a day ago 🀣

still frigate
#

Yes, only for fancy normally. I added one for the plain one, just in this case.

sullen cape
#

After I demolished my blimp
Oh well

#

I should use ||Dev mode|| and see if you get them back in the rubble

#

And then I won't save

still frigate
#

How deep can lilies go? I know they need >1 but will >2 drowned them or it is it >3 that does them in?

still frigate
#

2 drowns them.

cloud flax
cloud flax
#

I had suggested to keep them together so that at very beginning the player need not go hunting for all the flags in different menu right at the beginning

still frigate
#

@shell fiber Please tell me this is not supposed to be blocked.

still frigate
#

This drought did a number on my water reserves. The baths are still good at least.

still frigate
#

Artistes and their damned demands for Lotus Tea are preventing me from getting my ENS. The engineers were fine with their spicy soda and now the population is enjoying the excess. But Lotus Tea? No way. We just don't have the resources at the moment.

A grand project to blow up half of the side of the mountain to expand our lotus fields was proposed, started, and abandoned. Calmer heads have insisted that we can just tunnel into the mountain. Engineers are warning of cave-ins... but they have been silenced with a greater Spicy Soda and strong alcohol ration.

still frigate
#

This is the better plan?

still frigate
#

@shell fiber I agree with @radiant arch; the new medical tents and recipes are much better.

still frigate
#

Those little <redacted>! My regular farmers were going in and "helpfully" harvesting my nenuphars since I had my large farmhouse workers zeroed out. Thus I was never getting my desperately needed lotus flowers.

#

I have been sititng at 99/100 needed tea for days!

#

As a reward, my beavers won't have to eat any rice-based meals until the second half of the research for the ENS is done!

shell fiber
still frigate
#

I hadn't happened before, and hasn't happened since in this playthrough.

shell fiber
# still frigate What did JC ever discover?

He tried to build 2 GMO labs, but the second one was only accessible as long as the first one was not complete. The first one likely finished while a beaver was carrying the diploma to the second one, but it became inaccessible in transit. And since there was no storage for the diploma to go, it just vanished.

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

Weird. The advanced one doesn't have that issue.

#

I put platforms over the advanced one all the time and it works happily.

#

Anythign blocking it will be a problem, but things over it are fine.

shell fiber
still frigate
#

Intersting. Okay, well, one more plus for the advanced one as soon as I can get it. πŸ˜‰

#

@shell fiber I wanted to bring something minor up again. The WhitePaws still have a campfire desire.

radiant arch
# shell fiber Yeah I don't like that

if i made a small addition to make it configurable - would you rather

  • hide them all
  • hide the rates, but not the need (like show it causes injury, but not how much)
  • want control to change this per-need?
shell fiber
radiant arch
#

initial thought, but if per-need it would look like

{
  "building-hide-need-rate": ['injury', 'clean fur', ..]
  "building-hide-need-full": ['weird-death', ..]
}
#

(globally, once)

shell fiber
#

Just hiding ask rates is good enough, but some inflict death through massive injury

#

Although I can rework that easily

#

Ideally I would hide all rates, but would display all the kinds of death as just "risk of death"

radiant arch
#

oh, that sounds fun!

#

would need to list the need id's for the death still and a replacement translation key
but easy to make the script for

shell fiber
#

Okay 😊
I don't have the list on hand, but I'll rework the random death so that instead of "severe burn -10" it is a separate need (likely foundry_death or whatever)

#

That will save you the trouble of dealing with those

radiant arch
#

yeah. i likely will push that to you to add a small line to those death needs

#

to tell the alternative translation key, aka "chance of death" text

still frigate
#

The two of you working together both frightens and impresses me.

radiant arch
#

if you read my bash history it will read grep -riP death today

still frigate
#

I don't remember the P switch without looking it up.

radiant arch
#

posix regular expression

#

not needed here, but looking cool

still frigate
#

indeed. (Plus if you know regex that is cool too. I use it in Notepad++ a lot.)

radiant arch
#

yeah, i used to speak it fluently

still frigate
#

Better than I do now, but I can still write in it. Don't ask me to interpret someone else's regex though.

radiant arch
#

haha, same by now!

shell fiber
radiant arch
#

just stumbled upon that looking for the code. seems easiest to change the description string of the death need itself

#

so all it really needs is hiding the part with the chances?

still frigate
#

Even with the lowlands totally flooded, my PRF tower scripts have my farms and forests (mostly) protected. The elevated pathways are keeping most of my beavers safe even!

#

1 unwell beaver. Could just as easily have been doing research in the library.

#

3 unwell and 1 contaminated in the end. That is much more respectable.

#

@radiant arch I even scripted my aquifer drill so that I don't need a spillgate.

#

I have always loved scripting. Even more so than full on programming. In the early MS-DOS days it was BAT files, then Solaris and Linux shell scripting for a time, then the more advanced Windows Script Host. I muddled with PowerShell towards the end of my career but I preferred the older stuff whenever possible.

#

I really like how Igor's automation scripting lets me see the python and the lisp.

#

clarification: I am NOT saying WSH is more advanced than Linux shell scripting. Just more advanced for M$.

radiant arch
#

haven't touched a windows system in almost 30 years haha

#

darn.. assistance tools in modern IDEs are something else.. why i not had them a decade ago..

thorn dune
#

wait, tar doesn't need sunflower oil now?? wow I could've saved a lot of time there

radiant arch
#

yeah.. i was surprised by that too.. sooooo much changed with 1.0 update..

#

and balms no longer need lotus

thorn dune
#

which is good cos there'd be a lot of dead beavers otherwise πŸ˜„

#

I guess sunflower oil is for pumpkin crisps now.

radiant arch
thorn dune
#

yes I did realise that, the beavers who died for science are appreciated

radiant arch
#

in general i still have the feeling injury rates are lower than they used to be in U7

thorn dune
#

I'm slowly remembering how to play. like when it says I have 400 water and everyone is thirsty I need to run around switching recipes so the water is freed up
it seems a little high to me but I skipped 7. they seem very manageable even with full production which is a bit suspicious for WB

radiant arch
#

exactly

#

when my 800 storage and the 1k reservoir run out i was glad to remember they made berries at the florist and had three barrels dedicated to drinks so i could recover another 300 easily.. haha

still frigate
#

Tar may not need the oil but it still needs the seeds and I am having a devil of a time keeping them in stock.

A considerable amount of this is sunflowers and I have more elsewhere.

thorn dune
#

I mean high compared to what I remember, not high compared to some subjective game design metric.

#

sunflower seeds are even a pain in vanilla. you have to throw so much land at them

#

is that water all safe? no problems? πŸ™‚

radiant arch
#

making cereal bars early helps a lot with the sunflower seed need

#

still need to scale them quickly

still frigate
#

My crops are protected for the most part.

thorn dune
#

yes! they're also much easier than I remember. set up some chestnuts and everyojne is just fed, berry need met without wasting berries I need for science

still frigate
#

I almost always forget about cereal bars until Abyss time.

#

Day 428 and I haven't made a bar one.

radiant arch
thorn dune
#

oh thank god I found the last store of water in the library. we might make it throughthe drought

radiant arch
#

i love this dramatic side of playing whitepaws πŸ‘€πŸΏ

thorn dune
#

I do not love trying to remember which buildings recipes I switched to fix it all after 😒

still frigate
#

My copyist is on the last duplication pass then as soon as my artist fixes the blueprints it is -finally- ENS time.

thorn dune
#

I have played this mod quite a bit in the past and still somehow never made an ENS

radiant arch
#

i still need 30 cycles for that i wonder.. having to play small maps sucks sometimes..

radiant arch
thorn dune
#

the ziplines look awesome, and I'm really glad they were made early (ish) game

radiant arch
#

the range and speed up they give is on a whole new level too. nothing like boring folktail ziplines

#

you can have a single large farmhouse cover half the map now for example. or scavenge metal with a single den (connecting multiple lines as the perfect hub too).

#

well.. could.. i really miss the little crane..

still frigate
#

Well... typical me. I started focusing on my first ENS and I left my blueprints in a feedback loop. Now I have 9 mechanical ENS blueprints and 22 architectural ones.

radiant arch
#

@shell fiber got it working but not entirely sure of the effect.
It has a EffectProbability.Hidden translation key, so easy to change to say "Chance of {0}" too? (instead of Low/Medium/High chance of {0})
edit i changed it to Chance of: {0} for now to make list less confusing (and match with other effect types showing like Basic Need: xxx )

#

also i kinda hate the Clean Fur here, as i suspect it is actually a negative modifier you provide with the mine/ farm/ etc?

#

should i try and fix that too to change colour depending on the value modifier? like make it red in this case?
edit i'll try and do.. it's too stupid as is.. if something heals an injury it will show green, if something makes beaver dirty it will show red.. i think it's broken if it doesn't mind the modifier.. will make it configurable (json) to allow to turn off if unwanted..

still frigate
#

I'd say yes, but it is @shell fiber's call.

thorn dune
#

finally irrigation. the first tech in civilisation

still frigate
#

And finally! My first ENS is online.

#

I can't resist the pun. The ENS is built well above anything else I have built on this map. Truly an institute of higher learning.

radiant arch
#

looks so elite!

#

hmm.. would be cool to have clouds..

#

and smokes.. volcanoes.. geysir.. argh.. i want more time and capacity to make those now!

still frigate
#

Well..... there is a bomb that goes off really really high cycles that has been building pressure since game start. It might as well be a volcano.

#

Of course -I- would set it for cycle 66.

still frigate
radiant arch
#

i'm not sure i will find time.. and there's seasons to rework first..

still frigate
#

Well, I'll definitely take screen shots if I survive that long. It is fed by 6 70-strength badwater sources.

radiant arch
#

would love to see that!

still frigate
#

I'm 1/3 of the way there. /laughs

ivory fractal
#

Four-ways District Center cannot be renamed! Is it a bug or a feature?
I built a total of 3 districts and they are all called "Four-ways District Center". Setting up the transfer of materials between districts is very confusing, I never know which side is which district. I hope it is a bug not a feature. Or do you want to discourage players from using districts?

still frigate
#

Bobbingabout had that bug in LeafCoats as well.

#

@shell fiber see above.

still frigate
#

This mod has too many cool district goodies for it to be intentional.

#

@radiant arch This is my next bit of pain brewing on this map:

radiant arch
#

it will slowly fill till it washes away the whole world?

still frigate
#

No. This world has drains.

#

My mind also tells me there is a bomb somewhere that makes another drain, but I'm not finding that one.

During badtide they all get overloaded.

#

Remember me confused about my moat flooding during badtide? I forgot that was intentional.

#

Another fun one. It makes a small geyser when it goes off.

#

Those 4 bad water drains are all strength 8.

#

The seeps are 2.22 each for another 8.88 so we're almost at 41 strength from that feature alone.

#

"Get high or die" except most of the flat land is down low.

radiant arch
#

and a slowly corroding world, ever so slightly closing in on the silly fools that felt 'ready' to settle there πŸ™‚

still frigate
#

That false sense of security I love to foster.

#

I am honestly not sure I'll live to cycle 66 to see it blow. There is more waiting to unlock before then.

radiant arch
#

curiously i found it's virtually impossible to die from some point on

#

as long as you stockpile to an 'emergency district'

#

somehow can usually stockpile many cycles worth of food and drink easily in mid game

still frigate
#

True. But many of my maps aim to challenge that.

radiant arch
#

yeah, that's the fun part! πŸ™‚

still frigate
#

Stranded inside the ground? /laughs

radiant arch
#

looks like someone went down the stairs too fast?

heavy lodge
still frigate
#

Either that or he had a trebuchet accident? πŸ˜›

#

Trying to reenact Buckaroo Banzai?

radiant arch
#

much better πŸ™‚

#

will add some translations for anything i find in vanilla and push this update

#

(colours now only reflect if modifier gives or takes points from need! - the vanilla version of the formatter is broken questionable imho - it just completely ignores the effect itself.. )

#

darn... all easy and so.. and then there's thai.. why..

#

ฑมโอกาΰΈͺΰΈ—ΰΈ΅ΰΉˆΰΈˆΰΈ° ???

still frigate
#

It is a bit early for me, but I think I am gonna sleep. Good luck.

radiant arch
#

ฑมโอกาΰΈͺΰΈͺΰΈΉΰΈ‡ΰΈ—ΰΈ΅ΰΉˆΰΈˆΰΈ° is high chance, ฑมโอกาΰΈͺΰΈ™ΰΉ‰ΰΈ­ΰΈ’ΰΈ—ΰΈ΅ΰΉˆΰΈˆΰΈ° is low chance (my ubuntu not even can select words in it haha)

radiant arch
#

https://mod.io/g/timberborn/m/grauschweifs-scriptpack

updated on mod.io and steam.
colour fix for chance effects is auto-enabled. as not to confuse players it will show probabiltiy by default still.

@shell fiber to hide the probability you need to add this line to the patch spec (the one with swim speed etc)

{
  "WhitepawsPatchSpec": {
      // ...
      "HideNeedApplicationProbability": true,
  }
}
mod.io

Bunch of Scripts for mods. Including NeedFavor system and convenient options (json spec).

naive tide
#

@shell fiber Could this mod be made to utilize either Housing Optimize or Commute Balancer? It would be great if that could be implemented and made toggleable (for those who have both mods installed and enabled)

radiant arch
#

housing optimize by bobingabout is default required mod / works, isn't it?

#

oh.. i see there's another mod of similar name that would try to do the same..

#

not sure about the point of using either together tbh, as they all use slightly different home assignement strategies (and likely collide)

radiant arch
#

hmm, i'm getting warning that roofs aren't made for underwater walkways? .. too bad..

still frigate
#

@shell fiber The dam drain house has some very weird behavior that is probably not intended:

  1. it contaminates the ground around it, both sides.
  2. it does not care what water is on the source side, it outputs what you select. In this example, the other side is pure aquifer water. This will output pure water, mixed water, or badwater from that pure source.
radiant arch
#

maybe some building needs a custom sluice script..

radiant arch
#

feeling naughty today πŸ™‚

#

@shell fiber just noticed whitepaws (6.1.7) not has any spec to change swim speed and water capacity?? (my mod only allows, not presets these - should it?)

// WhitepawsSpec.blueprint.json
{
  "WhitepawsPatchSpec": {
      "FactionId": "Whitepaws", // single faction only, or "Common" (faction > common)
      "SwimmingPenalty": -1.0,  // -1 would double swim speed; game default is 0.3 or 30% slowdown
      "WaterUnitsPerVoxel": 8,   // amount of water extracted per voxel; default is 5, so 60% more here
      "HideNeedApplicationProbability": true, // skip probabilities in need application descriptions (i.e. workshop injury rates etc)
//    "HideNeedApplicationProbabilityLocKey": "EffectProbability.Hidden", // dummy is set to "Chance of: {0}" with the need display name for {0}
  }
}

also Configurations/MapSize.blueprint.json seems to be a straight copy of the default??
technically setting it to this recovers the U7 behaviour (to allow sequoia and abyss reactor at high elevation. your current version does not, limiting to 10m height)

{
  "MapSizeSpec": {
    "MaxHeightAboveTerrain": 24
  }
}
ivory fractal
radiant arch
#

would be curious to know which worked better with whitepaws

#

bob's housing optimise already made a huge difference when lapan added it as dependency (not required to run, just much easier with)

still frigate
#

@radiant arch @shell fiber


They achieve the same goal in different ways.

HO is a Sledge Hammer, at the start of every day everyone is re-assigned on a first come first served basis.

The result is most beavers will be as close as possible to work, but if your housing is on the full side, some beavers might find themselves assigned a house far from work.

CB is a Carrot, each beaver will ask another to swap with them throughout the day, and it's only done if there's an overall benefit. Rather than being the absolute closest to work, over time they'll slowly move closer to work, until everyone is a reasonable distance from their work.```
radiant arch
#

maybe the person asking about them was confused if they could disable housing optimise and ignore the warning? (i understood them as wanting to run both together, but might have misread)

#

maybe commute beaver really is better suited?

still frigate
#

It would be interesting to see which works better for White Paws.

radiant arch
#

given the number of beavers at later game and the rates of injury etc i'm not too sure how it performs in game, but technically it might avoid some of the lost workhours of moving around big maps?

#

but how to test?

still frigate
#

One thing I have noticed with 500(ish) plus populations is weird employment bouncing. It will "strobe" a person in and out of the same job for some before locking them down. Sometimes it goes through "strobing" 2 or 3 people for the same position until it locks one down. Only happens sometimes too.

#

Not even sure what the cause is.

#

My current game has triggered the effect a few times.

radiant arch
#

for CB? HO?

still frigate
#

HO

#

-if- that is even the cause.

radiant arch
#

might. i had suspected it to be odd couple of times too, with re-employing and moving beavers long distance and losing hours

#

still much better than without, just weird (and not too nice on performance at times)

still frigate
#

Even back in early U7 I had noted problems with 400-ish plus people. Reported to Bobbing and Lapan and it was dicusssed and tweaks were made.

#

Take that with a huge old chunk of "can we trust Nox's memory today?" salt.

radiant arch
#

can remember something like that, and the change to the mod

still frigate
#

It was my first time building two libraries in a game. /laughs
(The things one remembers.)

radiant arch
#

would be more curious about how CB behaves in comparison. but i can't really play big maps..

still frigate
#

I can now.

#

I was given a major CPU/motherboard upgrade a few months back.

#

Swapping out...

#

Swapped. Wish me luck. πŸ˜›

radiant arch
#

btw.. should i do a crappy crane mod (stealing lapans idea)?
it's broken still, cutting tree under it will freeze/ zombie the beaver.
just i kinda miss them a lot..

#

would do new model and all. maybe tone them to ground-only (and science log an advanced version)
look into options to fix the bug.. but not sure it's easy/ possible..

still frigate
#

FYI - frog statue got an update.

still frigate
#

MoreGrougps has thrown itself to the bottom of the list again. Didin't it need to be above something?

radiant arch
#

isn't it using something else now?

still frigate
#

Not sure. I'll leave it there.

radiant arch
#

i only have moddable tool group (by luke) enabled, no more groups anymore

still frigate
#

I am pretty sure that his mod said it was a framwork but still needed someting to use it.

radiant arch
#

yeah, whitepaws has blueprints for it

still frigate
cloud flax
still frigate
#

The strobing still happens. Currently watching "Sligo" bouncing in and our of the second position on the trebuchet. Switch people twice for that second slot, both of them bouncing, By the 5th perosn it seems to have stabilized, but the day is nearly over.

still frigate
cloud flax
#

Like with HO or base game?

still frigate
#

Mine -always- will freeze at start of day because I have "save everyday" active.

still frigate
cloud flax
#

Oh I will have that on next time I start my series! Never got to know how many days actually my beaver civilization lived

still frigate
#

By default, the game does have this, each beaver wake up randomly between 0 to 0.25 hours after day start. This mod increases it to 1 hour. You can change it in the mod settings (Main or Game menu -> Mods -> Setting button next to the mod name).

From v7.1.0, a new option "Minimum delayed wake up" is added to make them wake up after this time only. Do not set it higher to the Maximum or the behavior will be undefined and unpredictable. Note that this does not increase the Max delay to match, so if you set minimum to 1 and maximum to 2, your beavers will wake up between 1:00 to 2:00.
#

I have never tried it.

#

It does have an updated to 1.0 tag.

#

@shell fiber we may have a problem with the trebuchet itself. It ran through the night, fired both workers in the morning, and is now bouncing both slots around and different people in and out.

At 2Β½ hours into the day it has finally stabilized and ran with the same staff for an hour so far.

#

At around 6 hours into the day the second both position started strobing beavers in and out of it.

#

Seems to have "stabilized" (again) at 7Β½ hours into the day.

#

At 13 hours into the day it starts bouncing again.

I haven't noticed any other job with this degree of problems.

#

Next day it starts strobing again. Should be easy to see at least.

thorn dune
#

how do I stop people harvesting the lillies so the gathers have a chance to collect the lotus flowers?

still frigate
thorn dune
#

my only idea is to fill all storage πŸ˜„

still frigate
#

Beware other farmers in range. I had regular rice farmers stepping in to "help"

still frigate
thorn dune
#

ohh I should get that automation mod. I think I'm good for now, just need enough for tea for ENS

still frigate
#

I am currently setting up a new lotus farm with no other farms around. Still being built. They are being slow! πŸ˜›

#

It is fed by a massive badwater proofed reservoir.

thorn dune
#

I'm playing the competition runner up tiers of the kingdom. biggist issue so far is finding somewhere with enough solid rock to made a medium mine

#

not sure I can make anything big enough to hold all thos elillies but I should give it a go

still frigate
#

Look at all that wood I failed to cut when it was safe to so so. This is NOT bad tide; it is the new normal.

woeful sun
still frigate
#

@shell fiber No only is it contaminating the ground it is tainting the source water.

#

The old version does it too.

#

😱 😭

still frigate
#

Welp... not sure where I want to go with my playthrough right now. Even if I ignore the corruption of my reservoir these things aren't filling the lily farm. 3 doesn't seem to fill any better than 1 was doing, and they are all fully powered.

still frigate
#

@shell fiber The trebuchet again. πŸ˜›

This time it is operating without workers.

#

πŸ‘»

still frigate
shell fiber
shell fiber
woeful sun
#

yea, so ideally theapologist316 should fix it in one of their mods,

shell fiber
shell fiber
still frigate
#

Map test update: the "normal" water levels have risen to the point that the large power wheels are now functional without one having to worry about them being submerged in a bad tide event.

#

I find it amusing that the powered aquifer drill is keeping the contaminated water enough at bay that it is only going down one of the two lanes. Unfortunately, that is the lane that dumps on the ruins. Poor scavenger beavers.

shell fiber
#

hmm... i see no difference between the dam drain house and the ironteeth mechanized water pump, at least on any part that related to moving water...

#

did any one else have this issue ?

radiant arch
#

for one the animation is broken - it's missing material and it's doing arch, while water just drops on the tile in front of outlet

#

otherwise confirmed that using a 100% pure source you can still switch the type

#

so output clean water only from a bad source, or badwater only from a clean source..

#

did not expect that tbh

#

oddly enough cannons work as expected - they only can pump the type selected and only to the fraction of what's present

still frigate
#

I'll do a dev mode experiment for you. Give me a few minutes.

ivory fractal
# still frigate I didn't figure so, but I decided to see what would happen anyway. There doesn'...

This is vanilla mechanics. The pump only pumps clean water (I assume you have set it to clean water). If the water contains the slightest contamination, then clean water passes through, but the contaminated water remains in the tank. It may evaporate sometimes, but not in your case because it's in a cave. At the same time, the suction of the 4 pumps creates a water stream towards the pumps and does not allow the contaminated water to disperse to the rest of the reservoir. You have successfully created a trap that holds all contaminated water in a cave between the reservoir and the pumps. The water inside the cave can have a contamination of around 80%.
If you want to solve this, for example, you can set one pump (ideally in the middle, or on both sides) on contaminated water to drain it away with an aqueduct.

shell fiber
radiant arch
ivory fractal
radiant arch
#

there is a dev-mode drain house too, but i not used that. maybe something shifted between those?

shell fiber
#

the new one is a clone of the old one, functionnality is basically the same

#

no water comes out on my side πŸ€”

ivory fractal
#

I just tested it again. It still works as expected. If the pump is set to clean water, nothing will pass. The source is badwater 100% contaminated. If I change the recipe to unfiltered or contaminated water, the water will pass.

still frigate
#

I used dev tools to totally drain my reservoir and let it try.

Filling it back up - note zero contamination. (This will take a bit.)

High and low contamination both zero.

Turn on the drain. You can see it discoloring FROM the drain.

shell fiber
radiant arch
#

question is if this is a fragment / dependency??

shell fiber
radiant arch
#

found the issue in mine:
it never will work on a reset water simulation

#

but pumping water out of a clean water source will contaminate the inlet water slowly

#

once that happened it can pump contaminated water

#

this is soo odd...

#

maybe it is some sort of overflow as you said

shell fiber
radiant arch
#

maybe

#

looks like a bug with timberborn tbh

#

given how the cannons aren't affected maybe resetting the strength is the only fix for now? (which is sad kinda..)

#

or leave it and cause some unexpected troubles πŸ™‚

ivory fractal
still frigate
#

Once it starts it the rate of contamination increases.

still frigate
#

I forgot to make a hard save before I began experimenting, so this game may be lost. /laughs

My own fault.

shell fiber
#

just tried to transfer some water, no contamination appeared

still frigate
#

What is your water source?

#

I found that if I devmode genrate -all- the water it doesn't contaminate. The game has to be generating the water, not a tool.

shell fiber
#

ah

still frigate
ivory fractal
#

It looks like a rounding error. If the source is pure clean (or contaminated) water, then it works well. But if there is even a slight mixing, then the rounding error accumulates to produce clean/contaminated water on the inlet side. Strange.

still frigate
#

Thanks to save everyday I was able to go back 12 days before I really broke things. πŸ˜›

shell fiber
#

one souce of clean water

#

one negative source

#

contamination doesn't appear out of thin air

#

no difference

#

only if i add a tiny tiny amount of contamination does it collect at the intake

naive tide
still frigate
# shell fiber

Did it multiply without adding any more contamination?

radiant arch
#

maybe the issue with rounding only triggers when there is more water than volume?

still frigate
#

That did it!!

#

I put a lid on the water source and as soon as it was full contamination!

radiant arch
#

so, we got a full understanding of when it happens haha

still frigate
radiant arch
#

and as you can't pressure cannon or mechanical pump inflow it would only happen to drain house

still frigate
#

@shell fiber Try pressurizing your source. (see above)

radiant arch
#

now question is if this super special case is worth it to the devs to fix or would cost performance ..
maybe i can find some time tomorrow to look at the code too..

#

wouldn't this also happen if you pumped (regular water pump) from a pressurised stream??

still frigate
#

Hrm... that gives me an idea.

shell fiber
#

i'll give it a try, if that's actually the cause of it, then that's a game engine issue

#

oh, damn, what the hell

still frigate
#

Any now I have Ylvis' song "Pressure" in my head.

still frigate
#

This has to be the most edge case bugs I have come across. /laughs

#

But one I would hit a lot without sluices. (Not asking for them... just noting it doesn't happen with them.)

shell fiber
#

interesting, this did it too

#

this too ? wth ??

still frigate
#

Thank you all for sticking with me on this. I know I'm not senile -yet- but I was starting to wonder if it was creeping closer. /laughs

still frigate
#

How much water does a white paw consume a day? 3 units each?

shell fiber
#

could reproduce it in base game too

#

so, good news ! you're not insane !
bad news ! nothing i can do about it

still frigate
#

Assuming 3 water per beaver per day, I need 12 medium tanks of water to sustane a population of 1,000 beaver for 1 day. So 108 medium tanks for a normal mode max length drought of 9 days.

#

27,000 units of water... so a bit over 3 of the gargantuan P&L tanks full.

thorn dune
#

wow.
bring backl the large underground tank! πŸ™‚

#

I might have to go for massive water tank lodge towers connected by zip lines

shell fiber
#

you know you can also make dams πŸ˜…

still frigate
#

You still have to pump out the water. How many Grand Dams does it take to produce 3,000 water a day? How many more beavers will you get encircling enough land for those dams to have that much water to suck up? πŸ˜›

#

I don't know these answers.

#

Here I have 5 Grand Dams and 3 of those water towers. I have a drought starting in 1.3 days.

#

Fortunately I also have this, but it isn't keeping up with 1,000 beavers.

radiant arch
#

oh and whitepaws might have lost the 8-water-per-voxel setting somewhere in recent versions / experimental branch

#

that would miss 60% of reservoir capacity πŸ™‚

thorn dune
#

that would explain a lot

radiant arch
shell fiber
radiant arch
#

not the actual settings, no. i fear i badly communicated that

#

you still would need to add the json

#

or should my mod provide it?

#

same with the mapsize configuration allowing sequoias / abyss nuclear. that's not set either

thorn dune
#

8 water per voxel, 250 water in a medium storage = 31.25 voxels. = 3 x 10 x 2 space to account for one level evaporating
(evaporation is by depth or water volume? not sure if the water per voxel affects it.

27000 water is, uh, quite the reservoir

radiant arch
thorn dune
#

3x10 for the amount you need then double the depth to cover evaporation.
you could do 3x3 and make it, um, 4 deep instead

#

well more like 5 for rounding. but that's much harder in WB as height is the bit that's difficult to get with every house a dam. vanill you can just stack levees ofc

still frigate
#

8.6 days of drought to go...

At lease beaver-powered pumps still work.

shell fiber
radiant arch
#

updated my script pack

#

now applies swim speed and water-per-voxel and hides the probabilities of random worker effects πŸ™‚

#

@still frigate update might help with your water shortage πŸ˜‰

ivory fractal
thorn dune
#

I used to do that before evaporation. would need 2 or 3 wide channels now

still frigate
#

And updated!

radiant arch
still frigate
#

I just expanded my much too small sequoia area and I got to thinking. When you plant yours do you carpet sweep the area as one would with cabbages, do you meticulously place each one, or something in between?

And speaking of in-between, what do you usually plant around them? I often go for more grapes myself.

radiant arch
#

grapes, cabbage, ...

#

sunflower not worked?

still frigate
#

I love a neat grid even if it took me practically a day a column to get it planted.

radiant arch
#

looks like a decent start to those

still frigate
#

It was a 4x4 the first harvest. Never enough.

radiant arch
#

given you can now grape-farm below they are even really efficient too

still frigate
#

Almost made my goal of 09:00. Time to sleep.

radiant arch
#

gn

naive tide
#

in other words the bug becomes a feature instead

still frigate
still frigate
#

For other clans you can be sure I'll be using sluices. πŸ™‚

still frigate
#

It is a little more impressive when one considers that the fountain is shooting that far up from down here.

cloud flax
#

Quite a small fountain:P

still frigate
#

yeah. Only 8 levels above the opening.

#

Was the ratio 2 coal to one iron or the other way around for the large mining drills?

cloud flax
#

2 coal 1 iron

still frigate
#

Thanks!

cloud flax
#

You will sorta always need more coal :P

still frigate
#

So much for cleaning up the environment? πŸ˜›

#

Bad tide readily shows where my PRF doesn't cover.

#

I built the irrigating bath before I placed the irrigation towers, so I was guessing.

still frigate
#

One thing I have never learned to do with the WhitePaws is to counter the housing to work overload. As it is, 1 in 3 beavers is without a task. And most, if not all of my games, reach this ratio.

#

Also, it doesn't matter if I am using Housing Optimizer or Commute Balancer, once the population gets this high half of each workday is lost filling some of the jobs which were filled the day before. Today was 7:48 into the day before it was done, with over 300 unemployed to chose from.

livid zephyr
#

2nd shift mod and hauling/builder station upgrades kept mine busy

still frigate
#

I have never tried 2nd shift. Perhaps it is time I do so.

heavy lodge
still frigate
#

Is housing optimizer okay with it?

heavy lodge
#

Housing optimizer is replaced by Commuter Balancer. Yes, Bob is aware and, nothing to do, Second shift change how housing is working in a way that make optimizing verry strange...

#

In fact, not how houses are working, but workplaces.

radiant arch
shell fiber
radiant arch
#

looking at nox's dam building approach.. i wonder.. how there's so many beavers without a job...

#

anyway: impressive numbers DamFT

thorn dune
#

you have to stuff the employment figures by paying beavers to gnaw planks

radiant arch
#

giving them something precious and sending them off to the foundry usually works out too πŸ™‚

naive tide
radiant arch
shell fiber
#

i didn't have a lot of time to follow all that was happening during the weekend but right now i've got this :

  • thorns are too painful to remove
  • power shaft upturn didn't have a hitbox
  • missing particles material on the dam drain houses and misplaced hitbox
thorn dune
#

maps with early (pre alchemy/ beds) thorns are a real problem but I think those maps might just be unplayable for WB

shell fiber
shell fiber
#

and to see what i could do

thorn dune
#

let me find the map. it might be just possible with precise play but you'd need to be incredibly careful

radiant arch
#

as long as there is access to water (at least 4, better 6 wide) and some space for farming it should be fine?

thorn dune
#

I think it is just about possible but by the time I realised how bad the low chance of injury was, and how they would never recover, it was too late and I moved on

https://steamcommunity.com/sharedfiles/filedetails/?id=3632709832&searchtext=desert

you can see the thorns there on the cliff path down.
https://images.steamusercontent.com/ugc/16299075833527629636/616614855E0B52A99CD09B20B69F504B19165624/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false

the other options, there's a 80% bad water pool that requires removing one thorn only. not good, too much contaminated ground
a aquifer, which I think is the correct play in vanilla but would clearly require a hamster wheel, this might be the real wb problem with the map (and others?)
trying to brute force log stairs instead of using the built in stairs

note you do start with a stock of water + food too so it's not impossible.

#

sorry easier to see what I mean about thorns + storage

radiant arch
#

but that is a really needlessly mean map start

thorn dune
#

haha. I think it's a trap and the aquifer is the way to go but clearly not an option for wb.

ivory fractal
# shell fiber i didn't have a lot of time to follow all that was happening during the weekend ...

I have one more: It is not possible to change the name of the four-way district center.
I looked into the blueprint code and I found probable culprit. In the vanilla district center is section:

    "IsEditable": true
  },
  "NumberedEntityNamerSpec": {
    "FormatLocKey": "Districts.DefaultDistrictName",
    "NumberingGroup": "Districts",
    "IsPersistent": false
  },```
But it is missing in the four-way district center.
shell fiber
thorn dune
#

you could give us a free starting gear? πŸ™‚
or even a single free hamster wheel unpack item?

#

not sure what to do about the aquifer research. eg. timberpunk2 will be near impossible as you can't repalce the aquifer early enough

radiant arch
radiant arch
thorn dune
#

make it give -5 mood πŸ˜„

radiant arch
#

double hunger is an option too haha

cloud flax
#

Btw could there be a way to sorta extend the bomb detonation durations based on some min max cycles or days.

Cuz the vanilla maps and most 1.0 maps, the triggers are placed considering pacing of vanilla factions. I would still be in pretty early game figuring out what to do and barely have resources to divert water and create dams and all

still frigate
#

When making maps I sometimes set multiple bombs for cycle one just so I can hard control the days nd order. You can do like cycle 1, 100 days which would be multiple cycles in before actualyl triggering. πŸ˜›

cloud flax
#

Sorry... That went above my head ☠️🫣

still frigate
# cloud flax Sorry... That went above my head ☠️🫣

When making a map and setting bombs you have 3 variables. Strength, activation cycle, days into cycle before activating.

If you set the days high enough it can skip multiple cycles.

If you want to guarantee that two bombs happen in a precise time, set them both to cycle one and just set how many days you want to pass before they go off.

This gives the map make a lot more precision as to when things happen. That second number can be HUGE (image 2).

So anything that alters these delays, if even possible, can have major and unforeseen, possibly devestating, circumstances depending on what tricks the map maker has used.

#

Some of my bombs actually prevent a map from flooding a player to death.

ivory fractal
still frigate
#

Ever since WhiePaws, I test all my maps with them first.

#

If WhitePaws can survive a map, any faction should be able to.

still frigate
shell fiber
still frigate
#

@radiant arch @shell fiber @naive tide

  • Day 636 (cycle 31, day 14) - started filling without any dev mode assistance.
  • Day 638 18:35 hours, water has reached the pump houses
  • {dev skipped the drought} - that would have messed up the experiment's numbers too much. 😠
  • NOTE: 1 day was "lost" (day 639) by skipping forward.
  • Amusingly the aquifer pump could no deep up with 4 pump houses. Once the lily field is refilled water should rise again.
  • Day 650 (Cycle 32 day 3) the target is "full" and water has finally covered the intakes. Pumps are now intermittent to keep up with evaporation.
  • Day 652 (C32 D5) water height is now 8Β½ levels above intake. No contamination.
  • Day 654 (C32 D7) water height is now 16+ full levels above the intake and no contamination.
  • Deleting some water on the outflow side to force pumps into full operation for the test. Outflow depth reduced to 1.15. (Target depth is 1.85, which is 0.85 on the pumps)
  • Day 757 (C32 D9) Target depth has been achieved.
  • Pumps are in station keeping mode.
  • There is still no source contamination.
  • The water depth is 22Β½ above intake.
  • Day 658 (C32 D11) @12:39 the spillway was reached, making the depth just over 32 units above the intakes. NO contamination!!!
  • Final test: deleting target water to below a depth of 1.0 (0.93) to force the pumps to 100% activity.
  • Day 659 (C32 D12) no contamination.

Experiment successful!

(It took 22 - 23 days to fill that reservoir without dev tools!)

#

This is how things should have looked all along. πŸ˜›

I like it when my input and output ports are clean and ready for use!

still frigate
still frigate
# shell fiber i have genuinely no idea how you manage to get that, i generally am constantly u...

Every game is a struggle NOT to have lots of extra workers just laying about. The first few days, maybe even first couple of cycles are understaffed, but from then on it is a massive surplus. Usually around 30% more than I need.

Perhpas because most of my dams are made from buildings, not regular dams? Currently the only two actual dams on this map are the two automated floodgate dams standing guard over one of the map drains.

still frigate
#

The foundations of a nice domesticated bramble ranch.

#

@shell fiber wishlist: a second 1-length decorative elevated roof that isn't a corner piece for better flexibility in making an absurd amount of covered paths! πŸ˜›

naive tide
#

and said corner needs a name and description

still frigate
still frigate
#

I am soooo glad I just experienced a drought and not a bad tide event. I made a mistake during the design process and I didn't protect my 6 levels of underground entrances from flooding! 😱

Fortunately I have about 12k dirt remaining so I am doing some emergency landscaping. Need 5 dirt blocks stat!

still frigate
#

Technically I only needed 3 instead of 5. I realized that and only wasted 1000 dirt instead of 2000.

still frigate
#

old bug: This should be fixed to indicate that it grows nenuphars, NOT lotus flowers. It threw off back in U7 and I let it throw me off again. πŸ˜›

naive tide
still frigate
#

Renaming it would be a great fix for it.

still frigate
#

I almsot never make primitive dams. After being told they shouldn't have impermeable floors, and assuming that @shell fiber nerfed that feature as he said he intended to do, I saw very little use for them. That and not being able to stack them higher than their one upgrade seems too limiting to be useful.

I might build a small one as a spillway here and there and that is generally the end of it until the adjustable floodgate dams. And even those aren't used too often by me. A few per map, maybe.

Am I wrong? Am I missing something obvious that I will be kicking myself over not doing in my games?

cloud flax
#

If I want dam to be higher, then I build houses below and dams above then

still frigate
#

They can't top P&L houses can they? (centered)
Nope. Just tried.

still frigate
#

Bat tide is approaching. I'll be surveying this land for future rice production. I might try to do a mix of buildings and primitive dams to encircle it. I expect water canons will be filling it as I don't trust that waterfall in the back center.

#

Yep! Wise not to trust that one! I figured I did something like that.

still frigate
cloud flax
#

Late game, over the water sources and stuff, I used dirr blocks but I know I can't do that for large area like that

#

I would find another under ground route using tunnels if I want to pressurise something

#

That's how I made my Mountain of water

still frigate
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I want a huge depression for rice. Large than either one side of that river. But I do not believe I can block both ends of that river. I think it would just find a place to overflow and flood my rice.

cloud flax
#

You don't like wasting water it seems though

still frigate
#

Actually... maybe I could. I'd need to workout an alternate drain for this: