#Water Beaver Overhaul
1 messages Β· Page 58 of 1
Oh I see so the roof has to be perpendicular to the flow. Okay.
this one has a 2 wide dam in the middle part, next to some lodge
Yes, I get it. And no way to block a single tile flow?
Loglevee
not less than 1m, no
And only next to dirt with loglevee :)
What triggers this one? lol
The mine
And ofc being too old to be a beaver :P
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.
It's not strictly Japanese themed but there is a bit of that βΊοΈ
With me spending 10 years in Japan an all π
There is a mod, last I looked was abandoned, that added some neat stuff into the game. I always wanted to get it to work with WhitePaws, until I realized that was waaaaay beyond me.
https://steamcommunity.com/sharedfiles/filedetails/?id=3370688565
i think grau had made a patch that allowed to use them in game some time back, including one for frog statue
I knew about the frog. I have a modified frog for U7.
this ^
Though am sure things will have changed since then
@radiant arch Do you plan to bring these into 1.0 or will that be a massive undertaking you wont have time for?
darn.. i totally forgot about them again π
sure both the froggy and the lanterns are absolute must-haves!
shouldn't be too complicated now.. but not today π€
To me, I see time like a canid. It is either right now or forever. πΊ
So I will wait "forever" for whenever you get to this. π
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" π
ok, pinged the torii & lantern author. π€ they okay to update / let me work on it (no 1.0 support yet)
frog statue .. will see if i can remember to actually push the update haha
i like that last point!
Of absolutely critical importance, my vanity signature is perfectly centered over the paw print.
The last one was half a glyph too far to the right.
Takes a map height of 29 to make that. But mine are usually over 100 anyway.
say are dam drain houses gone or smth? i dont see them anywhere
It was accidently disabled when troubleshooting. Lapan says it is available in dev mode until he fixes it next patch.
two birds one stone :3
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?
Well if you are indeed planning to add new buildings, maybe look into endgame terrafoming too π«£π«£
You gonna save me from making my sub-mod or rush me making it? π
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
But you can take as much time as you like 
What are/were your recommendations for end-game terraforming?
Here^ and couple msgs after that
NOW I remember that! A most excellent idea I thought (and still think).
Not sure if there can be 2 recipes for dirt block though since it's not a normal building
I am certain there can be, based on what I saw in LeafCoats.
I should try other factions π π
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. π
Of course, Lapan might kill one or both of us if he does that. π
Oh i remember he was trying something with branches coming out as beavers grew
Did it become a reality???
let me find my screenshot...
In leafcoacts channel maybe:P
Planted and almost ripe adult beavers.
And once they ripen they can breed normally too.
gn
Have fun with beavers:D
I'm emotionally wired, so I'll be up several more hours or more
It's 11am here if that gives you any pleasure XD
just before 10PM here
I didn't forget about it π
I had forgotten about the specifics.
winding down
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.
oh, yea, I'm not a morning person,
I can just about manage 9am breakfast, 9:30 is first meeting tomorrow,
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.
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
Every mercy helps.
If I have done this right it should give a nice false sense of security.
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.
sweet how "drains" suddenly stop to work when drought hit, isn't it?
Yeah. And this is a high pressure in and out.
Other than player error, this map is surprisingly start-of-colony friendly. More so than most I have made.
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.
To any faction but WhitePaws this map is excessively generous with geothermal. But I gotta compensate for @shell fiber nerfs. /laughs
Whew! The change notes are only bug fixes and some map changes. Doesn't look like there is anything that should break any mods.
This game's water source mechanics are messing with me. π
I opened access to more water sources and my water pressure went down.
Okay, nvm. I found what caused it. I thought some water sources were isolated but they are not.
I may have to change the order of some timed events.
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.
How do you generate maps so fast?!??
I just find it fun so it is easy for me. I have a few tools that help, but then do a lot of manual work.
I'm not meaning to be evasive. I have no better answer. But... here are the mods I run when map making:
Timberborn.Editor.ExtendedTerrainTools
Harmony
eMka.ModSettings
ModdableToolGroups
DevButton
TimberUi
MapResizer
TImprove4Mods```
Most of those don't even affect map generation.
I gotta ask then, why everblossom and brambles instead of sakura and kudzu?
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 sidesπ )
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~~π€
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) π€
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 π
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 π
That makes sense. Most crops don't grow all year round either though. Cherry wood can actually be a warm pink sometimes.
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.
Beavers are not strict herbivores though:
https://www.canadianfieldnaturalist.ca/index.php/cfn/article/view/215
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.
for the sake of this game they are considered strictly herbivore if i remember correctly
in reality many herbivores aren't that strict though... (maybe panda? koala?)
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..)
they aren't really transparent for the burgers either now that i think about it - whowhat's in those? π€
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.
ChatGPT... lied to me ?π±
yeah in reality most animals won't hesitate to much on an egg of a squishy chick that fell off its nest π¬
and there's rabbits... i'm scared of rabbits..
i finished my tutorial / tutorial stage generator, will test it soon
well i've seen a rabbit yawing, and damn that's scary π
my cat's tiny teeths are cute in comparison
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.
there are so many papers published by/using ai now that google scholar is full of them too π
We didn't need GAI to end civilization. We didn't need Skynet. We'll do it ourselves with even the stupidest LLM's. π€¦
@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?
looking at pinned tags in #π€mod-creators is a great start. folks there are helpful too, whenever questions come up
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
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
I wil be looking for advice broadly on how to mod for sure, so thank you, but I am more looking for advice on how to avoid stepping on Lapans toes.
I really feel you on this. I think your mod is really ambituous, though a bit daunting, it's hard to know how all the parts you need are found (and the dismantling your starting district is obviously something a lot of people don't get).
don't worry about it too much, there's plenty of ways you can make things different, i can even give you ideas if you like π
for me the most PITA part of making a custom faction was to deal with the plants and their 3D model
the buildings are relatively easy to rework / recolor etc
Thank you, this seems like a very friendly community most modders I've encountered are incredibly territorial.
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.
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.
But I also thought of maybe doing something egyptian (hydraulic empire) themed, using dirt in construction with really really early access to terraforming facilities.
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.
imho a japanese style water loving faction would be very unique and fun
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.
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
as long as you had regular levee and floodgates - or even sluices - that would be world aparts still
this is my favourite bit of WB, giant living dams
#1070709592176197642 message
Yeah I ended up playing very traditionally because I did not really understand the full implications of the faction.
I should have built all along my riverbank to raise the water line
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
you can always raze stuff and rebuild π
Is that how you build the farm improvements? I was still wondering.
yep. like the water pump ones, they need to be adjacent then you can place the upgrade "between" them
The farms simply don't look like something you can build on top of.
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
no worries, that is why i'm making a tutorial
there is also the billboards, but with so many things in the toolbar, not many people see them
It's very hard to make a game intuitive to play and if a new user can do something wrong they will.
it's not entirely obvious that a giant picture of napoleon would make the beavers happier yes
eheh~~
i have no idea why the tappers flag is in red π€
is there any bug that makes it necessary for me to rush an upload ?
it's functionning (apparently) but still mostly non-tested
i guess i'll be typing text like a madman tomorrow π
ah, right, the dam drain house
hmm.. basewood isn't in textures pack but in main mod?
there's soooo many materials and all.. how do you remember where's what?
can't remember anything urgent tbh
that's the trick : i don't π
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
oh, i might look into those too - want them for the frog statue overhaul
updating mods in unity is such a pita.. renaming all the shaders.. haha..
doesn't look happy? π
sad pepe
This as well sounds super fascinating!!!!
Frog licked itself and is now hallucinating
the simple lodge could simply go in the hauler lodges maybe? cuz it as well employs hauler?
and since you have put the forestry upgrades as will in hauler and builders, might as well put farmers building and hauling upgrade there?
IMPORTANT
Cant find anything related to Abyss!!
might be locked to only appear when abyss is build? or not find the abyss elevator itself?
abyss elevator i cant find. i can actually see the nuclear powerplant
I had kept it in science as most factories there produce it and its abyss eploration for science purposes right!
this is too bright maybe? (floor pattern needs adjusting, just looking for colours rn)
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
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
pink is kinda boring?
lapan's ruins
The group name for logging buildings in the wood group is named as flags
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
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
What is it that stops contamination spread again?
with whitepaws you can use the irrigation tower with pollution resistance recipe (made by distillery)
If I were to eyeball it, the frog would be either pink wood or basewood yellow, the pedestal regular plaster white, and the floor white and/or light brown.
Or at least that's the color combination that often work.
Ah but wait, I think I have some blue and green custom wood
Or you can also look at the artist "colormess" custom texture π€
I put it in mining βοΈ
I think the scientific term for that is "oops" π
Indeed
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
Ahah, kinda boring indeed π
I stand corrected
Eew, they are in the "dull and moldy" folder for a reason π
i tried the "colormess"! not safe! haha
will try some of the vanilla types to tone it down some
aaah found it. damn didnt expect it to be there.
i put it in science so people dont miss the duplicating blue prints part and accidentally use up there lone single blue print
not sure what other messages you replied to π
The tutorial and tech tree board hopefully should cover that
Yeah my connection was janky message order may be messed up
i dunno.. somehow i like the green mossy floor..
yellow wood on frog looks too bland imho.
as for the artist frog.. it's rather unique, isn't it?
just to show tone of yellow frog..
now i need to figure out how to set these materials in timbermesh.. and ask knatte anka for permission..
and maybe i can learn how to make a small fountain or water bowl for the frog?
should have some water?
pink & moldy floor fine?
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.
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?
Actually quite like this look
Now now, don't make the brambles jealous. π
No blue wood / green wood ? That may look nice π
yeah. works. (this is PlasteredWood_Ruins.Moreplants)
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:
the previous bandit look works too
or white & pink floor
this would be vanilla frog colour with whitepawish ground (folktails/ ironteeth)
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)
emberpelts is red, yeah..
Well, that acutsally makes sense then.
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.
that's some serious distance without ziplines!
Yeah, and I've had to cut through deadwood to get there.
and a lot of dead berries 
The map had so many berries... and the first badtide wiped them out. Also took out all brambles close to the starting area.
It is a VERY deceptive map.
@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.
This is a seep. It hsould not overflow the banks. But when badtide hits it does. Nothing else is feeding it... yet.
Bad tide in the starting area. π ππ
do badtides disable/ change drains too now?
Hrm... I need to check next time. I am not certain.
seems odd how there is so much more water
But this map has a lot of bad water drainpipes so everything floods.
There is more than one place where the drain can't be blocked without blocking a good water source.
Doesn't that look daunting (and maybe a bit epic?) from down low?
My waterfall looks Nahuatl.
I was -about- to report a bug until I noticed the new badwater icon.
Maybe add the rad symbol back in to that one or doe it look bad that small?
It looks like they are gonna make it!!! 2% in 7 days.
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.
Badtides seem to have no effect on drains. It seems to still be at -11.1. But dev mode doesn't show the increased production of the regular water sources, so who knows for sure.
Visually it is still sucking away.
/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.
@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. π
Are ladders eating 800 science new? I thought they ate around 300?
I think they've always been pretty expensive
They were 300 in update 4, and went up to 800 for update 5.
I never played WhiePaws that far back, so I must be mixing it with another clan.
Leafcoats have it unlocked by default π
I know. That is sooooo nice.
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.
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.
I pre-filled it when I made the map. 20 levels of dehydration over 331 days...
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.
queue: "Gir - The Doom Song"
8 hours later...
(If I remember that right from that episode_
6 months π I had to go check
Oh yay! Something went right. I was afraid it might come over that one side that I left exposed or the tops
It is a bit close...
Nope... it breeched.
I wish there were more single-height things that I might want to use for dam building.
Well, I think I've found enough water beaver tweaks needed to justify going back to the editor and then running a new game.
(I jsut hope I remeber all of them)
I hope Igor gets automation/custom tools fixed for WhitePaws soon; I miss having it.
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
Minor tweak to make it look more like a temple. π
no, not this one, the one called "GreenWood.Whitepaws"
is it some pink clay or the pink wood? mayeb it could work if the UV are adjusted a little better π€
in principle the liquid storage shouldn't behave like this actually π
waaah! π±
(Such is life.)
the text entries for the turorial are not there yet of course
that is exactly why i gave up mapmaking π
I never expect perfection on the first draft.
i though i had fixed that
Still missing.
I am working on getting used to the new button layout. No real complaints. π
do you want me to leave it as is ? i can fix it to how it "should" be, but i don't really like the idea of "punishing" people for reporting inconsequential things they actually like π
or i can make them all behave like this
my immediate feeling is "yuck" but i could get used to it
This is your vision. Do as you feel is right for you. π
The one game I used it in so far is abandoned as a map failure. π
If it were super important to me I -might- fight for it, but this is not. It was just convenient.
I just updated timbertrees for 6.1.4, and now I've noticed that it's out of date already
wooah, what's with mod.io freaking out that 6.1.5 has "executable files" in the zip file?
k, updated #1258681137362899005 for 6.1.5
no it just freaks out on any zip file
This is the first time I've seen it
sorry i'm not done shuffling things around π
for a non-spammy mod
i'm dissolving the farmhouse group back into "food" and making a "farm upgrade groups" that contains all double triangle upgradesπ
updating timbertrees is super easy now, just download latest files, run script, zip, upload, done
they have change their autodetectino recently i believe
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?)
this always so confused me!
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
oh, all items in this group are actually duplicates, so no worries π
Oooh then thats fineeee
i moved the abyss subgroup to metal because that's where people would expect it to be π€
oh, right, if you feel like testing, you can try the "balloon colors" texture, with some sketchy UV mapping i'm sure you can make it look like a stuffed animal π
looks hungry for meats to me π€
tone matching still and trying out lil water bowls
dam.. that balloon frog is cool π§
it is kind of cool tbh π
should i go for it? 
i think i prefer the pink one, but then the railings should probably be basewood_yellow
seems nice to me π
what's the floor made of ?
irregular planks white
just needs to check it in-game now π
feel free to test the tutorial flow if you have time π
i'd do it if i could ever find time to actually play π
surely will do on weekend!
This looks lit π₯
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 it's Buildings.Whitepaws?Whitepaws_Wellbeing now and there's many of them π
so much has changed π
guess that works in game too
yes. folktail decoration. no need though so no one builds it
oh yeah i remember using it for my chess pieces!
it looks great, but who can sacrifice the efficiency of a tile to build them?
i usually do for decoration.. but only 'after game' basically
right. I have 500 levees still to build in my current vanilla play, I can't build hedges! π
you could top your levee dams with them π
haha, it gave up π€
well, hope it not breaks things π€
just reset dependencies to only reflect upcoming 1.0 timberborn π
confession: I built it in dev mode because I don't have the science yet. But it did work and looks good.
Looks pretty!!!
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.
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.
@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.
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?
not that one.
That is how it has always looked
I am giving this layout a run in my current game.
If you look at any of them the upgrade is on the back two. Most just don't have a roof that goes all the way to the front.
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?
Alas, even with widening the main outflow, badtide still breeches the banks.
This one is much more than me trying not to think of all the traps on the map. I totally and completely forgot I put this alternate entry into the lower aqueduct platform that is otherwise blocked by a lot of metal the beavers have to chew through (see reply source).
Send normal to me, all voxels around it are occupied
It's accessible through path but they can't build from inside another building
Which is why it worked after I force-built it in dev mode?
@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.
i'll see if i can do something about this
Thinking the fence may have been interfering? I happened on both of these too.
Explaining brain boosting salts to my husband and I realized it boils down to Everclear and Toxic Waste. π€£
yes, basically they need a free spot immediately adjacent to the construction site
the main drawback is that junk can end up here
That seems less than optimal of the game engine, but at least it works.
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
Cool.
@radiant arch The old image 3 is now this. Very soon I'll set the cutting patterns and let both of those bramble buzzers loose.
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.
that's possible now???
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%
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.```
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.) π
hmm... i'm starting to run with the second one for now π
we'll see
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" π€£
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
time for me now, ciao
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.)
I'm a stickler for an Oxford comma, but that is a matter or style in most cases.
i'm no native speaker either though, so might have made mistakes π
how that works? missing some?
with Oxford comma: the bright, industrious, and tragically trusting fools
i'm always curious to learn proper english (and i squirmed at writing it judgment.. whoever ate the e??)
added for you
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.
Hmm... Discord picture compression π
I gave it a second and it cleared up for me?!
I'll make some changes to that, chat gpt is often overly wordy
I had to make some more map revisions, specifically adding a deeper section to my badwater moat so the player can use more than buckets.
This change alone means a restart, so I'll turn the tutorial on and run through what you have. π
You probably need to update the moddable tool groups mod, but the text being missing is normal
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.
I found a small bug at the price of dynamite. Dynamite to a depth of 4 blocks costs only 3 explosives.
@shell fiber have you seen eMka's new raft logistics mod? I think it would be a great addition
That's pretty neat indeed
But realistically... Not super useful. Timberborn is not a game were resource transportation is an issue π€
That's on purpose, that's why it cost 150 science to unlock
wtf im I witnissing here
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. π
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
I thought that ModdableToolGroups disables the tutorial?
It used to (unconditionally), but might still be disabled in settings?
Thanks! I'll look into that.
Also, I was wrong yesterday. It wasn't 30, it was 0.3. My unreliable brain had it backwards and was certain.
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?
You mean from the faction specific screen back to the list with factions and languages?
yes
yea, there's no navigation for that, you can just use browser back button
It is a requirement for WhitePaws so I am unable to test that within WhitePaws.
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. π
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.) π
@shell fiber Check the mushroom grower tutorial. There were no checkboxes.
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.
@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.
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?
What next indeed? π
@shell fiber It appears no further ones are ready at this time. These are all blank.
I hope this has been helpful. π
Updated timbetrees to 6.1.7, and the following items are still missing english translations
But hauling requires soooo many beavers!! Water beavers without water transport π₯Ίπ€―
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.
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.
Ah, I see. Well same issue same solution I guess π€
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 π
~~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..
not got to this point. what do i need to do to see these? (i see empty tutorial titles, but no lists below)
restarting the game fixed it.. magic.. broken..
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?
isn't a seep just a regular source that stops at certain water depth?
so yeah, building dams, houses, dirt blocks or levee around to force-stop it would work
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
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
oh the dam drain lodge. does the dam drain lodge apply pressure? I can pump into the bottom of a reservoir?
i not tested it but would assume so
ok painful but possible π
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
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
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..
no windmills, no. just batteries (overpowered), mid-game gas engines and late game nuclear power
oh and solar power. since they become tradable it's a nice option too
My population control methods are getting out of hand.
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?
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 π I guess I'll go back to waiting for wb to handle the new mechanics
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
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 π€
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 π
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 π the hauler and extra workers been more practical tbh
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.
The dam drain lodge has a maximum height, to fill a reservoir you need a water Cannon
love the new medical beds / balm chain btw. great change!
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?
I don't think a beaver can die mid-job. They finish the job, and then go to the district center to die.
Okay this is just weird.
I think switching recipes will cause the current input to be lost
JC had something similar in their last WB playthrough.
(one of the Bachelors in Agronomy went missing)
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?
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)
Yah, I can see that. This is a 1 district game (so far).
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
Hey, I had my pilot's licence go missing a day ago π€£
Yes, only for fancy normally. I added one for the plain one, just in this case.
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
How deep can lilies go? I know they need >1 but will >2 drowned them or it is it >3 that does them in?
2 drowns them.
Planks are just too valuable at this point to plank tanks tbh
Things referenced in tutorial cannot be in 2 places due to modable tool groups.
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
@shell fiber Please tell me this is not supposed to be blocked.
This drought did a number on my water reserves. The baths are still good at least.
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.
This is the better plan?
@shell fiber I agree with @radiant arch; the new medical tents and recipes are much better.
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!
How exactly are those buildings holding ? Skewer platforms ? If a building is somehow floating mid air due to an error, that might cause weird stuff
Skewers, side and middle.
I hadn't happened before, and hasn't happened since in this playthrough.
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.
Okay, that makes sense.
That would crash the tutorial, buildings called by it must not have duplicates
Yeah I don't like that
That shouldn't happen π
They still work ? π
Tea has been delivered and those "workers" have gotten off their tails and are researching, finally!
Maybe I should give my beavers back their rice now.
I think it has to, anything in this voxels wood block the input
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.
The advanced one completely circle around the propeller, so I could effectively make the badwater go in the pit and lower the intake by one level
Intersting. Okay, well, one more plus for the advanced one as soon as I can get it. π
@shell fiber I wanted to bring something minor up again. The WhitePaws still have a campfire desire.
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?
Hmm... I think it's best to hide the chance, but not what can happen. Like the mine being risk of disease, risk of death being enough π€
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)
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"
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
Okay π
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
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
The two of you working together both frightens and impresses me.
if you read my bash history it will read grep -riP death today
I don't remember the P switch without looking it up.
indeed. (Plus if you know regex that is cool too. I use it in Notepad++ a lot.)
yeah, i used to speak it fluently
Better than I do now, but I can still write in it. Don't ask me to interpret someone else's regex though.
haha, same by now!
Oh now that you say it, yeah I can like have them all appear as "accidental death" in description string
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?
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$.
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..
wait, tar doesn't need sunflower oil now?? wow I could've saved a lot of time there
yeah.. i was surprised by that too.. sooooo much changed with 1.0 update..
and balms no longer need lotus
which is good cos there'd be a lot of dead beavers otherwise π
I guess sunflower oil is for pumpkin crisps now.
helps if you avoid having beavers work at kitchen tents/ mushroom growers/ fermentation barrels.. just have hauler do work and rates lower a lot haha
yes I did realise that, the beavers who died for science are appreciated
likely a lot of later needs too, and some blueprints
in general i still have the feeling injury rates are lower than they used to be in U7
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
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
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.
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? π
making cereal bars early helps a lot with the sunflower seed need
still need to scale them quickly
My crops are protected for the most part.
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
I almost always forget about cereal bars until Abyss time.
Day 428 and I haven't made a bar one.
and then go alchemist quickly to make salts and need even less berries (and water)!
oh thank god I found the last store of water in the library. we might make it throughthe drought
i love this dramatic side of playing whitepaws ππΏ
I do not love trying to remember which buildings recipes I switched to fix it all after π’
My copyist is on the last duplication pass then as soon as my artist fixes the blueprints it is -finally- ENS time.
I have played this mod quite a bit in the past and still somehow never made an ENS
i still need 30 cycles for that i wonder.. having to play small maps sucks sometimes..
it's really so much fun now! there's so fancy and cool buildings ahead beyond that.
but since a few month there's also a lot going on with ziplines and balloon trading that makes pre-ENS more fun and diverse too
the ziplines look awesome, and I'm really glad they were made early (ish) game
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..
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.
@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..
I'd say yes, but it is @shell fiber's call.
finally irrigation. the first tech in civilisation
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.
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!
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.
I wanna see what you will do with the new stuff.
i'm not sure i will find time.. and there's seasons to rework first..
Well, I'll definitely take screen shots if I survive that long. It is fed by 6 70-strength badwater sources.
would love to see that!
I'm 1/3 of the way there. /laughs
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?
100% a bug.
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:
it will slowly fill till it washes away the whole world?
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.
and a slowly corroding world, ever so slightly closing in on the silly fools that felt 'ready' to settle there π
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.
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
True. But many of my maps aim to challenge that.
yeah, that's the fun part! π
Stranded inside the ground? /laughs
looks like someone went down the stairs too fast?
You mean .... , buried alive β π±
Either that or he had a trebuchet accident? π
Trying to reenact Buckaroo Banzai?
much better π
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..
ΰΈ‘ΰΈ΅ΰΉΰΈΰΈΰΈ²ΰΈͺΰΈΰΈ΅ΰΉΰΈΰΈ° ???
It is a bit early for me, but I think I am gonna sleep. Good luck.
ΰΈ‘ΰΈ΅ΰΉΰΈΰΈΰΈ²ΰΈͺΰΈͺΰΈΉΰΈΰΈΰΈ΅ΰΉΰΈΰΈ° is high chance, ΰΈ‘ΰΈ΅ΰΉΰΈΰΈΰΈ²ΰΈͺΰΈΰΉΰΈΰΈ’ΰΈΰΈ΅ΰΉΰΈΰΈ° is low chance (my ubuntu not even can select words in it haha)
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,
}
}
@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)
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)
hmm, i'm getting warning that roofs aren't made for underwater walkways? .. too bad..
Yeah, I had them flood.
@shell fiber The dam drain house has some very weird behavior that is probably not intended:
- it contaminates the ground around it, both sides.
- 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.
maybe some building needs a custom sluice script..
feeling naughty today π
@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
}
}
I have been trying Commute Balancer for a few days. Whitepaws mod display the missing mod (Housing Optimize), but otherwise everything seems fine. The game doesn't crash and the mod probably works. So far I haven't found any beaver living/working on the opposite side of the village. But I only have about 70 beavers, I'm still at the beginning.
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)
@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.```
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?
It would be interesting to see which works better for White Paws.
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?
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.
for CB? HO?
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)
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.
can remember something like that, and the change to the mod
It was my first time building two libraries in a game. /laughs
(The things one remembers.)
would be more curious about how CB behaves in comparison. but i can't really play big maps..
I can now.
I was given a major CPU/motherboard upgrade a few months back.
Swapping out...
Swapped. Wish me luck. π
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..
FYI - frog statue got an update.
I miss it too.
MoreGrougps has thrown itself to the bottom of the list again. Didin't it need to be above something?
isn't it using something else now?
Not sure. I'll leave it there.
i only have moddable tool group (by luke) enabled, no more groups anymore
I am pretty sure that his mod said it was a framwork but still needed someting to use it.
yeah, whitepaws has blueprints for it
That, right there, was a bit of the puzzle I was missing.
My game mostly use to freeze for a sec at beginning of everyday for HO... Will have to see if CB prevents that from happening
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.
That even happens in vanilla according to Luke.
Like with HO or base game?
Mine -always- will freeze at start of day because I have "save everyday" active.
base game. Luke wrote a mod to try to mitigate it.
Oh I will have that on next time I start my series! Never got to know how many days actually my beaver civilization lived
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.
how do I stop people harvesting the lillies so the gathers have a chance to collect the lotus flowers?
That is a trick and a half. If there are other crops in range, make those are the focus. Also, fire all but 1 worker. If that fails, I did it with the automation mod.
Other people have had more elegant solutions but I can't remember them at the moment.
my only idea is to fill all storage π
Beware other farmers in range. I had regular rice farmers stepping in to "help"
These are the scripts I was trying. After shutting down my rice farmers they did work.
ohh I should get that automation mod. I think I'm good for now, just need enough for tea for ENS
I am currently setting up a new lotus farm with no other farms around. Still being built. They are being slow! π
It is fed by a massive badwater proofed reservoir.
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
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.
Is this a restriction in the base game? Maybe Moddable Tool Groups should fix it (if that that, then XtraPlzNoCrashes)
@shell fiber No only is it contaminating the ground it is tainting the source water.
The old version does it too.
π± π
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.
@shell fiber The trebuchet again. π
This time it is operating without workers.
π»
Using Luke's pump mod, I doubled mechanical pump output and these became a viable asset. Before they could hardly keep up with evaporation.
I'll look into it, that shouldn't happen as you could expect
It's actually a crash that would be caused by moddable tool groups, the game tries to make a tool blink. But when it looks for it and find two answers it crashes
yea, so ideally theapologist316 should fix it in one of their mods,
That's more or less normal. The game has no such thing as a "worker activated attraction" and the animation is set to play when beavers are inside
Yeah but is it worth fixing for the one, maybe two factions that have any use for a tutorial?
I didn't figure so, but I decided to see what would happen anyway. There doesn't appear to be a contamination cap. Local contamination is up to 13%. Contamination at the top aqueduct is at 7%.
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.
Are you sure the water was perfectly clear in the first place ? If you water source generates even 1% contamination, the dam drain houses will only take the remaining 99% and the contamination rate will increase
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 ?
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
Yes. The aquifer pumps only pump clean water.
I'll do a dev mode experiment for you. Give me a few minutes.
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.
that makes no sense, and i don't seem to be able to reproduce that, do you have other mods that might affect the pump ? what about automation, maybe something is overriding the working state of the building ?
none. only your required mods
I tested this about 10 days ago. If I set the pump to clean water and the source was 100% contaminated, no water passed through. But that was with the old model and one or two game updates back.
here's my (experimental) save for it. can toggle water by recipe despite 100% clean source
there is a dev-mode drain house too, but i not used that. maybe something shifted between those?
the new one is a clone of the old one, functionnality is basically the same
no water comes out on my side π€
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.
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.
question is if this is a fragment / dependency??
i have zero freaking idea what is going on, i double check with the compare tool in VSCode, and the scripts are identical, maybe save for the water flow strenght, maybe pumping 0.4 cms is too much and cause some value overflow or whatever nonsense.
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
so maybe that's some sort of rounding error ? like contamination = 0 is interpreted as 0.001% or whateevr nonsense, and it accumulates
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 π
Something strange is happening in the cave. I destroyed one block, placed the stream gauge, and the water had 98% contamination, not 100%, so there was some clean water that the pump was sucking out.
Once it starts it the rate of contamination increases.
Just to see what would happen, I set the next pump to remove badwater. It too started adding badwater into the source.
I forgot to make a hard save before I began experimenting, so this game may be lost. /laughs
My own fault.
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.
just magical water i spawned with devmode
ah
Yep. That wont contaminate for some reason. I tried again and again.
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.
Thanks to save everyday I was able to go back 12 days before I really broke things. π
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
if that's the case then that should be reported before 1.0 release
Did it multiply without adding any more contamination?
might this be connected to pressure?
my test involved pressurised inflow
maybe the issue with rounding only triggers when there is more water than volume?
That did it!!
I put a lid on the water source and as soon as it was full contamination!
so, we got a full understanding of when it happens haha
I'm being pun-ished.
and as you can't pressure cannon or mechanical pump inflow it would only happen to drain house
@shell fiber Try pressurizing your source. (see above)
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??
Hrm... that gives me an idea.
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
Any now I have Ylvis' song "Pressure" in my head.
A beaver-powered pump does not generate contamination in this case it would seem.
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.)
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
How much water does a white paw consume a day? 3 units each?
could reproduce it in base game too
so, good news ! you're not insane !
bad news ! nothing i can do about it
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.
wow.
bring backl the large underground tank! π
I might have to go for massive water tank lodge towers connected by zip lines
you know you can also make dams π
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? π
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.
more like 2.25 technically. but it depends.. drinks are more efficient (best might be berry juice i wonder)
and they need water in so many foods and productions..
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 π
that would explain a lot
adding this file (anywhere, any mod really) would hotfix it
isn't it part of your script pack ?
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
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
evaporation should still be by surface only?
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
8.6 days of drought to go...
At lease beaver-powered pumps still work.
that would be the best option for me π
updated my script pack
now applies swim speed and water-per-voxel and hides the probabilities of random worker effects π
@still frigate update might help with your water shortage π
Wow, now I have turbo beavers in the water. Maybe I will dynamite all the paths, fill it with water and let the beavers swim. Now the paths in the water are much better, maybe better than ziplines?
I used to do that before evaporation. would need 2 or 3 wide channels now
I was so wrapped up in my game I wasn't paying attention to Discord. /laughs
Trying to get my map-wide single power shaft in place. Right now I have three separated power zones. Very poor practice.
And updated!
ziplines still are faster haha
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.
I love a neat grid even if it took me practically a day a column to get it planted.
looks like a decent start to those
It was a 4x4 the first harvest. Never enough.
given you can now grape-farm below they are even really efficient too
Almost made my goal of 09:00. Time to sleep.
gn
Solution: use this as a settling pond, and use mechanical fluid pumps and sluices to decontaminate said pond for water purposes
in other words the bug becomes a feature instead
WhitePaws don't have sluices. And this -was- pure water, but it's practically useless as a tank because of the bug.
For other clans you can be sure I'll be using sluices. π
@radiant arch Here is the mini-fountain of badwater I was talking about.
It is a little more impressive when one considers that the fountain is shooting that far up from down here.
Quite a small fountain:P
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?
2 coal 1 iron
Thanks!
You will sorta always need more coal :P
So much for cleaning up the environment? π
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.
And back to normal.
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.
2nd shift mod and hauling/builder station upgrades kept mine busy
I have never tried 2nd shift. Perhaps it is time I do so.
But, cannot use Commute Balancer with Second Shift, will end in unpredictable result.
Oh? Is Bobbing aware of this, do you know?
Is housing optimizer okay with it?
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.
you said pumps work? you can build pumps into the walls and fluid dump?
that looks nice!
i have genuinely no idea how you manage to get that, i generally am constantly understaffed.
but then i don't have that many water issues π
looking at nox's dam building approach.. i wonder.. how there's so many beavers without a job...
anyway: impressive numbers 
you have to stuff the employment figures by paying beavers to gnaw planks
giving them something precious and sending them off to the foundry usually works out too π
that means that the only solution is the mechanical fluid pump
technically, as long as there is no block above the inlet of the drain (i.e. it can't pressurise) it would not cause this issue?
would assume your drain is below some dirt blocks there, so it might work, if you moved it a little?
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
maps with early (pre alchemy/ beds) thorns are a real problem but I think those maps might just be unplayable for WB
i'm back to there now.
i intended to support thorns, but if you're forced to remove thorns to access water, i think that is a map problem before being a faction one π€
do you have screenshots of what kind of situation that is ? out of curiosity
and to see what i could do
let me find the map. it might be just possible with precise play but you'd need to be incredibly careful
as long as there is access to water (at least 4, better 6 wide) and some space for farming it should be fine?
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
to be fair: you can logstair around most of these still
but that is a really needlessly mean map start
haha. I think it's a trap and the aquifer is the way to go but clearly not an option for wb.
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.
Oh I see...
Well not gonna lie that's a pretty awful map even for vanilla factions. And yes clearly it's intended to be Beaver-powered.
Maybe you can build a crap steam vent turbine and run a power shaft all the way toward the Aquifer pump, because fighting the brambles early on is not a good strategy no matter what faction you play π€
you need a gear for the geothermal power, so not possible for wb.
I think with the new aquifer maps coming out it's going to be very hard for wb, both for researching the aquifer drill as early as they expect and powering them with waterwheels
you could give us a free starting gear? π
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
given you only got 2 gears after breaking the broken cart, the up-shaft needing one too and no shaft-forks yet... that is pretty difficult indeed..
would second the idea of having a primitive hamster wheel
make it give -5 mood π
double hunger is an option too haha
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
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. π
Sorry... That went above my head β οΈπ«£
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.
I build my first primitive dam sometime around cycle 4. Until then, I build a "permanent" wall from the buildings and finish it just before the drought arrives. And I break it again with the arrival of water.
The first floodgate dam comes many, many, many cycles later
Not every map is good for whitepaws.
Ever since WhiePaws, I test all my maps with them first.
If WhitePaws can survive a map, any faction should be able to.
What a fascinating experement to try! Once again, I have drained my great reservoir and did some dev magic to redo the whole thing down there. The intakes are all open to the surface. Now to fill the water back up.
If I ever make a hamster wheel or something, it would definitely make the beavers very hungry, very thirsty, and very unhappy π
@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. π
- 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. π
I like it when my input and output ports are clean and ready for use!
2nd shift has solved my lazy beavers problem! Thank you for the suggestion.
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.
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! π
and said corner needs a name and description
Additionally, @woeful sun had reported several missing here. #1070709592176197642 message
@shell fiber
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! π±
Fortunately I have about 12k dirt remaining so I am doing some emergency landscaping. Need 5 dirt blocks stat!
Technically I only needed 3 instead of 5. I realized that and only wasted 1000 dirt instead of 2000.
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. π
simply just rename it to Clockwork Hydroponic Nenuphar Farm instead
Renaming it would be a great fix for it.
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?
If I want dam to be higher, then I build houses below and dams above then
They can't top P&L houses can they? (centered)
Nope. Just tried.
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.
What do you do if you want an impermeable floor over something like the top of a river?
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
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.
You don't like wasting water it seems though
Actually... maybe I could. I'd need to workout an alternate drain for this: