#Water Beaver Overhaul
1 messages Β· Page 59 of 1
Well, they work during bad tide.
The water level rises at least 2 blocks during bad tide.
This will overflow this time.
What bout the mine though??
That is why it needs an alternate drain. Fortunately this map has a lot of mines. But I want to build on all of them as part of the map test.
Yeah, 5 mines on this map.
Okay, I think next drought I'm gonna build a block in this. It should stop the flooding of this area and may even be enough to prevent the banks from being breeched in other areas.
Popping into dev mode for a moment, that is a strength 3.33 badtide drain.
That one drain is what is flooding all of this:
This also appears to be a max-length bad tide for "normal" difficulty.
Not gonna wait for a drought. This bad tide is going to be too long. Calling out for some brave beavers...
They did it very quickly! 2 unwell and 5 contaminated. I think I already had 2 contaminated, so a total of 5 beavers sacrificed their health. Not bad at all. 1.8k PRF in storage so they should recover.
That is a lot of water passing under that one wheel. And 6 of them are getting it.
Well, more or less. The weakest wheel of the 6 is 2072 hp.
I may have calculated enough water for 1,000 beavers but it wasn't enough for 1.2k of them.
Also, 5 fully powered grand dams are not enough to provide adequate water for my settlement. I've had a good 130+ die of thirst and my drinking water reserves are not filling back up.
yep, thanks !
actually i was already working on it yesterday but got interrupted π
i also added text entries for an hypothetical 1x1 walkway, but i like making things slightly inconvenient so i'm not sure π€
slightly so, i think some injuries went from 0.05 to 0.04 or something in that vein. which doesn't seem much but actually makes quite a difference since the dice are rolled hourly
My beavers might argue.
That is actually the lowest it has been in a few cycles since so many died off.
I hope this upcoming drought is a short one. I'm only at 2/3 water towers and my population still hasn't fully recovered.
yeah, that is a base game odd behavior, it just works on some needs being good and some being bad, it's not very smart.
that is also why at first i had named that need "filth" rather than clean fur, but then the bath gives filth so... π
an other option is simply to remove the filth debuff, it's not an important feature and not being confusing matters more
i'll try to fix that, remind me again if i forget
The color change being discussed is already live. π
thanks ! sorry i responded too slow to fix anything on my side
not sure i understand, i need to add in the mod a blueprint.json saying { "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 // 1.0 only "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} } }?
ah, i see... okay, well i need to make the building a pure entertainment then...
technically that would be the way.
since you asked for it later i added this exact json to my script pack, so these are set now.
if you want to change them you can still override it i guess.
this is another odd one.. i not touched it yet..
these are continuous effects - versus the chance effects in the other one..
base game assumes any of those is always green! gives hunger? injury? pain? -> all green Basic Needs: Hunger haha
actually will fix it should lapan make a hamster wheel π
(i don't think there's any negative continuous / area effect for now? beside the hidden statue of pain?)
treadmill! π
Alas... maximum length drought just started. π
At least they got the towers refilled... and I managed to squeeze in a 6th grand dam.
kimchi, sake, juice and beer towers next?
berry juice still has the best thirst-to-water ratio imho
Bad water happened next.
so this is whith nothing directly above the intakes ?
Really?! I never make it. Just grape and wine.
Yep. Just lots of water and open sky.
i forget about it too.. always... but it's sooo good!
i think i kept he impremeable floor feature, and i could indeed make a Mk3 primitive dam π€
I'll get there in time... π
Oh, I wish I had known you kept it.
i don't thing that is realistically doable, but with platfomrs and ground tiles...
I came up with another solution and even used primitive dams to help get there.
Gotta wait for the next bad tide to make sure it works then I'll excavate a nice huge rice farm.
satisfying thirst needs this much water (per day)
1.2 farmed berries juice
1.7 GMO berries juice
1.8 sake/ lemonade
1.95 beer/ tea
2.13 pumped water
ah, great ! thank you ! π
hmm, no i think i removed all of them
I haven't seen lemonade back in 1.0.
indeed
well there is a limit to how many food / drinks a beaver can consume before the needs of the first one has decayed by the time you got to the last one
i had calculated i think the limit was 8 or 9, and i was already to that point
of course there is workarounds, like making cafes/terraces that consume the good in the same manner med beds consume medication, or like the agora consuming exctract or whatever in vanilla factions.
isn't there only three drinks rn? sake, beer and tea?
i like the cafe/terrace idea tbh
lemonade and parfait π
oh, there was wine too. right..
so would be 6 with lemonade.. yeah.. is much for one beaver to drink..
It doesn't show as a drink.
it's not good for thirst, no. just found it anice combination for a cafe
ah, here it is
it is, but that's not all, fruits are also actually taken as drinks in my math, like berries can (should ?) be filled by berry juice so effectively berries should be seen as a drink
i think there's others too, but i removed coconut / ananas juice quite a while ago, so maybe my math is off by now
Currently it is not reporting them as affecting thirst.
yes, but berry juice is π
it's about the juice here
Gotcha. I got lost.
you get 4 happy beavers per berry with juice
a tiny thing in 3 clicks :
you visualised the spacer for the medium badwater pump?
yeah, i slapped the thing i had made for the dam drain house on it and called it a day π
actually reviewing berry juice and wonder if it's bad to use..
actually cereal bars are almost as efficient (0.28 vs 0.25 berries per beaver and day) but serve sunflower need
and i'm not sure there's much food that serves sunflower need?
can only find the seeds and the cereal bar..
but that would make berry juice a no-need basically
hmm... good point
Should berry jucie still be made as a general thirst quencher though?
if berries need is full they wont drink it
Ah!
if you only serve berry need using it, it is great
but you'd need to skip cereal bars and thus need much more sunflower seeds
hmm... so the conclusion is that we could remove berry juice and replace it with somethign else, possibly lemonade π€
but if you think about it... maybe glowing fluid is drinkable ?π€
i would think it might be that.
ooh, that would look neat in ice creams π
i wont ask for the burgers now..
My berries need is being about 2/3 met currently.
hmm... amazing, my attempted fix worked exactly as i planned π
if you add an impermeable floor above the input, it always contaminates water π§π§
you can make mad science labs now!
Someone who knows about this bug can use to to make their own badwater when a source isn't convenient.
I'm not saying that is a good thing. π
well this thing strongly annoys me, and i'm afraid the sluice remains the only optionπ
I wanted it as much for the power passthrough as I did the water passthrough. /laughs
The power-passing primitive dam can't make a tight seal in something like the side of a giant reservoir
cant? if you seal all the edged with dirt it not makes a sealed 1x1 tunnel?
Maybe I need to experiment with it more.
given anything less complex would make it a proper levee i fear
A 4x2x1 passthrough lodge that also has a lane for power? π€£
we have the 3x2x1 for just beavers.
Nope. That top log woudl prevent the seal.
So far, the only two ones I can think of are the large bad water pump and the drain house.
advanced sawmill
I'm looking at it. it wont work.
well, it's hard to fit it in haha
It's power ports are all on the back. And you couldn't put it through sideways
Well... maybe just the tip of one end... but that would be rough to make work.
you'd need to block a tunnel off, but it passes some distance. your options are more sane though
These are nearly perfect for it. Had to add a regular passthrough lodge on top of one to get beavers to the other side.
I did that one in dev mode. To do it live, the upper pass-through would need to be one block forward so it could be built without draining the entire reservoir.
The first one I made was done correctly and had no spillage and no dev mode. It just also had the bug. /laughs
utility dam works if you have a 1x1 hole in front - but you need it upgraded to not spill
Yeah, I'll have to play with that a bit...
Gonna go it in dev mode just to see...
well, it's a 4x4x3 construction with two sides solid dirt (and one hole each) to passthru shafts and path. but it does work
Wouldn't this work? And then once it was in place you go through to the other side with a regular passthrough lodge and blast out the rest of the tunnel?
Only the lowest level would have the tunnel all the way through.
After the dam was finished building of course.
technically works if you not need the path too, yes
just needs 3 height to fit the dam upgrade i wonder?
The path is side to side and useless in this scenario.
if you put it one deeper into the wall you could zig-zag path / shaft
not needing the lodge
Assuming your wall is thick enough like mine.
Hrm...
well, actually, if you have space in front, you not need to put the dam itself inside the wall at all to just pass either. only needs it to pass both
would work technically
I think I see what you are saying... but this way would ONLY be power. You'd still need a second building for the beaver passthrough. Which is fine.
what a fun way to build platforms π
I think, in this case, I like the space-invader looking one.
Place where I use the giant log and the all around platform around it, place scaffoldings atop of it and then place the dame
I'd need to see it. I'm failing to envision it.
The way in which statue of Dunkin are placed
bottom level and front views.
what that bug is so broken that it can cause badwater from nothing?!
Yes.
I have a question, maybe a request. Is there an elegant (simple) way to get power across a river/abyss about 10 blocks wide?
My current solution is shaft down, shaft on the ground and then shaft up. This works, but I'd like to have a shaft visible above and not drowned somewhere in the depths.
Another solution is a lot of platforms from the ground to the top layer and then build the shaft straight in the top layer. But the plaform wall doesn't look very nice. You can help a little with squewer platforms, but that's only 1 block long so it won't help much.
The third solution is the gigantic pillars and "Lapantouflemagic.GiantLogBridge4.DisplayName" (btw another missing name), which is quite an expensive solution for a simple task.
Overhang platforms are not here and I can't think of any other solution. Or am I overlooking something?
WHAT?! I forgot this was hiding down here! π€£
Now to my request, would it be possible to make a copy of the suspension bridge (all lengths 1-6), where instead of a path would be a straight shaft? @shell fiber
In the picture I tried to represent my idea.
Make an arch out of platforms is the closest way you could do it inexpensively.
there was a mod for those, but is not updated - https://mod.io/g/timberborn/m/power-shaft-extensions
That hasn't worked in a long time has it?
would solve nox's problem too
I looked at it! π€£
worked fine in U7 i believe
Ok, the arch is acceptable solution. But I still like the idea of a suspension shaft bridge.
I thought it stopped working in U6 or mid-U7?
Yeah, I used that mod before, but it looks abandoned, it hasn't been updated to version 1.0
actually would be nice to have an upgrade like that π€
I seem to remember there being a reason Lapan didn't want those, but I can't remember what.
oh, you can warp power through air with the tunnel since u7
might actually be a fun mod to just provide that feature.. updating bridges to carry shaft..
there's a mod for that, except i didn't restore it for 1.0 yet π
If the plan is to bring the mod with bridges and tunnels for power back to life, that would be fine. Although tunnels are probably not needed because the tunnel can be created using dynamite.
the fixed sluicehouse would be looking like that i think.
not the most beautiful building but that will do
or i could litterally just slap an actual sluice next to a lodge, but let's keep the power shaft going through it
This prevents the bad water bug?
well, it woudl litterally be a sluice so i hope so
Sorry, I seem to be a bit slow tonight. /laughs
it's reversing direction??
If the entrance is from a tank with bad water, then it is quite a harsh working environment.
It seems that the sluice script assumes "South" is the water reservoir while "North" is the output (in terms of 3d models directions)
Nothing I can't work around with enough wall head bashing
i may join in a minute...
Oh I'm away from the computer right now
just figured i can make rope ladder exclude DC range using a simple path-misalign trick..
weirdly it still works for any other worker, just not builders/ haulers haha
An -ABSURD- amount of time and dynamite later and I have finished the landscaping for my mega rice farm. Irrigated though my vast lily farm from my grand reservoir.
https://mod.io/g/timberborn/m/rappelling-ropes alpha release of rappelling ropes (also on steam)
in case they are missed
can't reach the person that made the mod and it never updated, so.. sadly, no
sadly not my strong point to make 3d models either to remake it.. π
The things I do to avoid scaffolding stacks π
At least it costs metal for the ladders π
beaver should be able to directly climb the giant logs no ?
In some places, I need to build on top of paths etc
Well the Aquaduct for badtides works! 
Heh maybe this platform should have been a temporary giant log π
In what direction does it work? Which side is the input and output?
i wonder.. the original sluice would face towards the door?
so inlet is on the (safe) backside
Hopefully
yes, inlet is in the back
i'm working on the brand new "LyophilizedArtificialNaturalDirtBlock" β’
includes a need to sacrifice a beaver for each?
ah yes, so I can start building them all when the drought starts to save water. great idea
i unfortunately couldn't find a good way to do that π
and the actual terrain block just requires 100 water in addition to the compacted block
which is made in the hot nuclear press because that is indeed fitting
i really eyeballed the values but the rock/dirt ratio is the same as the drills
and it's stored in glorious storages
noo my iron teeth dirt trade is nerfed
Is baralled water still a thing? Maybe that can be used instead of water just to make it more painful β οΈ
This is gonna be hell β οΈ
Is there any plans for large glorious storage π₯Ή
i've increased the storage to 25 for now π
no, barrelled water has been send back to its very own layer of hell
And there shall be some more happiness π 
Damn, I liked storing it too π€£
Costs a lot to make and then use though
has anyone had this issue in V1, whenever you disable the Whitepaws, you are unable to load the main window?
this is hard to read - do you have any other copy of whitepaws active? (there's multiple mods now on steam)
I made sure to disable all old mods before trying out v1
see here also #πmod-users message
same error but this shows up after deleting whitepaws altogether
it doesn't appear when whitepaws is activated
does it still occur when you remove the ModdableTimberborn mod?
I'll try
all i can read from this is that some mod is trying to access a material collection with Whitepaws ID - that not can exist without the mod
just not which mod this might be
actually now that you said it, the mod in question is Decorative Plants
because I allowed it to use the plants for whitepaws
disabling that one fixed the issue
sounds like a tricky mod to use when still wanting to switch other mods on and off..
im just starting to use v1 so I still need to sort out my mods
solution would be to make whitepaws comaptible with other factions?
so you not need to disable them each time?
(it's a pain, but technically should be possible with 1.0. just not sure lapan will like the idea)
let me try to push an update real quick
not issue on my side, but i'm not sure i understand what that mod does
anyway, see you all later ! have fun lyophilizing dirt blocks π
this mod allows to place plants as decorations. in this case whitepaw plants.
another one would allow to duplicate buildings, as to copy whole structures.
so, nothing to do with whitepaws.
what i meant before i understood what was the problem was making whitepaws not conflict with any other faction.
rn i need to disable all faction mods to play whitepaws and disable whitepaws to play any other faction.
problem being whitepaws overrides collections, goods, etc for any faction.
besides the fact that it's not possible to copy structures out of whitepaws for other factions.
this also kinda takes me few minutes extra each time i want to switch faction (can't do without restart and selecting mods in long long list)
which is a little tedious to do when testing tbh
with 1.0 this wouldn't be needed technically by moving from "override all" to "blueprint modifier"
just to note it
some preview @cloud flax
if this is acceptable visually and aesthetically (?)
i might share this and slowly make a gate or some
what i not yet figured out is how to make a glow cycle around it
Ayeeee looks pretty!
like towards the ground
Though I mostly wanted lights to be illuminated in the long tunnel roads, so wanted the ground based lanterns
would a small stone lantern work?
Maybe make the pole same as the crappy platform pink colour? Not sure how it might look through
kinda thinking about a paper lantern to attach to walls too, but rather at 1.2m height / little bigger was my plan..
not thought about tunnels or platforms really..
This could allow to decorate houses!!! Have a festival area!!!
good point.. this one was supposed to match torii gates and all factions.. so it should look exotic
this lantern is about 1.2m high btw.
Sureee. My mind is teeminng with so many ideas!
i'll make a mod to discuss them there π
Yeah, for tunnels it would need to be under 1, or have a seperate 1x1 building... Glowing fluid lamp hehehe
Lapan was talking bout beavers drinking glowing fluid right? Can't you mix enriched uranium with glowing fluid and maybe some flavours to make an energy drink XD
It would be hilarious lmao
Gives working speed bonus 100%< movement speed bonuse 100% carrying cap bonus 100% life expectancy -10/20%
would be fun to lose a year each time they drink it haha
Gonna go back to work 
Feel free to ping if needed though 
Tbh I still don't know what this "blueprint modifier" thing is. I think I heard a few times that name though
"FactionSpec": {
"BlueprintModifiers#append": [
{
"Original": "grauschweif/buildings/path/crappyrope/crappyrope.blueprint",
"Modifier": "Modifiers/CrappyRope.LeafcoatsModifier.blueprint"
},
],
}
}
Bobingabout taught me recently. it's essentially a list in the factions spec (with lowercase source names) that tells what to replace and where to find replacement (=modifier).
It's the same files you are using, just you move them to a distinct path and tell game to only look at them when faction is loaded basically.
'modifier' blueprint can be the same you have now, just path is different (as to not override original for all)
Is that a base game function ?
And it's when you're actually playing with the faction that it comes into action, not when the mod is active ?
In that case yeah that is much better than the brutish method I've been using π€
still a pain to migrate i wonder..
The biggest issue with BlueprintModifiers is that the game tries to auto load files with a .blueprint.json extension (which also includes the Modifier blueprint, which might be incomplete).
The trick around this is to make all Modifiers .optional.blueprint.json so that they don't auto load (and only load via the BlueprintModifiers)
I'll make some small scale tests and see if I can get it to work
No issue with the latest version in the meantime ?
No problem. I just found something unexpected. The wood burner and primitive smelter work partially submerged in the river. Is that intentional?
I've never tried this before, but I was surprised that water and fire can work together like this.
I had no better place to put them. To my surprise, it worked.
perfect spot for those!
I haven't felt well enough to play the past couple of days, but I'm hoping to today.
Wait until you go back to a vanilla FT run and find out you can put their 2 story houses into 1 deep bad water rivers
I always use to put them in water for fire safety reasons π«£
got lights to somehow work (scripted)
so difficult to tune them as to not white-out the lantern itself and still cast some shades on nearby wall / building.
struggling to make them light the floor still.. (it's too bright)
@shell fiber would you have an idea why my attached brazier fire + fire spec never shows?
the blueprint says it's registered and all. and it does kinda look like brazier or campfire or your roofed walkways do.
just it refers the vanilla fire (particle thing), so not same mod? does this matter?
i'm still completely lost as to why it not works here
Originally... Not intentional, but it would have been a pain to prevent and people liked it (which includes me)
Plus arguably those buildings are isolated from the water flow by the clay wall so I guess it's fine
And it doesn't even block water flow π
You should be able to do that with the normal window texture if you give it a night time light controller or something like that, but that only toggle the window texture to lit, it didn't actually light up the environment
I also can the brasier fire in a few buildings, that shouldn't be an issue
But you're likely missing one part of the controller
For the fire
I would need to look at my prefab but I don't have the computer in the weekends
Also if you want to temper the light, you're better off making your custom fire, that gives better control
Especially on the light power and range
that's it 
it does need the floodable fire part it seems.. and i never got it haha
Yeah, but then it also want water object spec etc. it's kind of a pain π
Anyway those torches are... concerning π
thank you for the help with this!
I am sorry to say that I crashed it almost immediately. The crash was triggered by changing it from open flow to closed flow. It doesn't crash until unpaused.
yeah, that system is tick-based, so it will trigger delayed.
looks like some building messes with the water column?
Platforms after sluices (in vanilla) are a common thing for me.
i used those too. not sure it's that. or some component attached to the lodge (i.e. water control, roof, ..)?
more talking to myself really.. got too late.. π
The gateway to hell!?!

now.. i might.. why not actually?
maybe i can make one of them randomly go huge like this π
this is a proper sized version (that sadly stops to burn under water; will glow a little still)
or this is. paused too fast.
Leaving it on automatic, it crashes as soon as bad water hit it and it closed.
I'll dev mode that platform into a block of dirt and test again...
@shell fiber
Okay, redid with dirt block....
Nope, still crashed on closing.
This time I saved before advancing seasons like 8 times to get a bad tide. /laughs
error clearly says it fails to access column on trying to add water block here (=closing sluice) π€
so might be something hindering the registry of the column.. just which tile..
would you have the coords of the sluice house (alt+shift+x gives them?) and map size @still frigate ?
that might allow to pinpoint where related to the lodge the problematic column was (inlet / outlet/ sluice itself)
can't look it up today, but it might try and receive bottom occupancy for coords somewhere in this trigger if i remember correctly...
well enough guessing.. gn
Curser was here.
Sorry, took me a moment to load it back in.
Population of 1.5k beavers is really causing my computer to choke on this map.
I wont be able to tolerate playing it until cycle 66 to see that big explosion. At least not as WhitePaws.
And it makes the neighboring river bath nice and warm!
and perfectly safe, promise π
Ah !
I just realized what the issue was !
I probably have any error in which voxels are watertight, that may conflict with the sluice voxel.
I'll fix that first thing tomorrow
I have no problem. My build is different, but I can open or close the sluice as I want and no crash. Automatic closing in case of bad water also works. Water intake is in the cave, but it is water from an open river, so it is not under pressure.
Two main differences I see. Your intake is completely underwater. Mine was not. Your outflow has a drop rather than immediately going onto a block of some sort.
Good point about that intake. I haven't tried it with a lower water level. But I had a drain with the terrain all the way to the building. Later I used dynamite to create a hole in the wall and used the Overhang Walkway to build the building. Only then did I take the previous screenshots.
So I tried to imitate your conditions. The intake is not a full block of water and the outflow has terrain below it. Still no game crash. I can open and close the sluice and nothing bad is happening. I also tried a complete stop of the water on the inlet side, all the water flowed away and no crash of the game.
Cool! But why, I wonder?
I have no idea.
Looks like you might have to change the sluice house again....
And tons of stuff related to in game automations will be soooo cool!
looks like the devs just rolled out a ton of new options in this regard with 1.0.11 haha
The automation mod is now vanilla it seems
I've been manually opening and closing floodgates and wishing for sluices in my current 0.7 run but I'm not sure how automation fits in with Waterbeavers, if it's too convient lol
Yeah, automation buildings look nice, but automation mod offers more options. Vanilla implementations can only pause/unpause buildings. The mod can change the number of beavers at work or change the recipe. Both are very handy for waterbeavers. On the sensor side, the mod also offers some extra options. Allows you to read the amount of berries to collect or the number of trees that can be planted. But even vanilla automation has some interesting things. Mainly timers and memories, with this you can create very complex circuits. Or even the HTTP API, but that's a really beaver hi-tech dream.
whelp, seems that's not the issue
Can see more use for mechanics lodge, clockwork controllers and maybe even a degree in automation!
oh, i was wondering why there was a brand new crash, i guess i'm in for a quite a wild ride
All the best man!
well, no point trying to load up anything in that state...
let's look at the new things
I just realised the new automation can turn power on or off!
Thanks again for the great mod!
hmm... okay, presuming most of the new functions are integrated directly in each building's main script (farm, manufactory etc) it should be as easy as just addding the new automation things cloned from the folktails until i figure out more.
mostly the sluice need to be reworked since it's now called a valve
to be honest though, i'm not sure those will be world-shattering for the whitepaws, nor where they would fit. of course we can immediately think about the sawdust being automatize-able, sluices and control for badtides is neat
right now i'm not super fond of how the signal seem to be transmitted by pure magic
but wether i add copper wire or whatnot is still debatable
For someone who runs as many mods as I do, trying to get the game running again on zero-day update is such a PITA.
That's gonna break a lot of mods.
Igor said it was 2 AM for him and he'll see us tomorrow.
yeah.. no whitepaws ... no frog statue..
So far no EmberPelts of LeafCoats either. I'm gonna have to play modded vanilla!
So far two of the most critical mods in the game are working for me: save everyday and whichever one lets me save mod profiles.
Some of the graphics are messed up though.
/laughs
2 of the 3 water extensions don't crash on load but the third wants commons.
Actually I may have LeafCoats working. It doesn't seem to need commons like I thought it did.
oh, right, the automation part that sense the season could be a house, i've been wanting a meteorologist for a while (also i would have hoped that it would increase the forewarning before seasons change)
That would be nice!
Before the update I had 54 mods loaded.
also, i'm not accusing anyone but the "metal parts" the ironteeth have feel suspiciously similar to my metal fixtures π
i didn't see the icon yet though, i would need to make a proper extract of the game
When I used to mod crusader Kings 2 I always hoped someday some of my code would be pulled into the game. But most of my modding efforts for that game were not "general audience appropriate". /laughs
Back then I so wanted to move to Sweden and work for Paradox. Even applied once but my lack of professional game employment experience made me too much of a risk for them to pay the money to get me into the country.
oh, nice, so many options to nerf this crap π
yeah, i would be happy if they were to "officialize" the whitepaws, but i don't think that is a realistic possibility
unless they make it the ultimate 6th or 7th faction to unlock or somethign
oh, no, i'm afraid they reworked all of the lighting controllers π π
Oi. I take it that will be a MASSIVE amount of work?
no, not really
that is easily deleted with a mass replace
it's just i'll have to figure out how it's working now
but right now i'm back in remote, so i can't spend all day nerding away while my wife is next to me getting bored
A bored spouse is a bad thing.
Fortunately my husband is a gamer and an ex-tech like me, so he easily amuses himself.
At this second he is playing something called mewgenics so I am hearing a lot of weird "mew" sounds.
oh, it's just a basic renamed script thing, thank the Pointer
search & replace is our friend.
okay, gotta go for now, need to wait until someone tells me how to use timber ripper
Please, if you can, ping me when you update WhitePaws. I want to be immediately in it breaking it. π
I actually got to ENS and had sequoia growing and everything. ah well, it was playing up with huge pauses when opening menus and clicking on stairs and things anyway.
I suppose I should try out the automation in vanilla first
My mind just broke. Igor's automation mod loaded. Not sure if it will still work, but it loaded!
Also, it looks like I have Bobbing's clans in there!
Crashed tyring to start a new game. π
Soemthing I am running tripped this: ArgumentException: No type found for key WorkplaceLightingSpec
was replaced with : #1070709592176197642 message
Beavers rediscovered radio?
Must watch : https://www.youtube.com/watch?v=ZTms4XatZYE
Watch me play with my Beavers in Timberborn Experimental Build!
Humans are long gone. In a world struck by droughts and toxic waste, will your lumberpunk beavers do any better? A city-building game featuring ingenious animals, vertical architecture, water physics, and terraforming. Contains high amounts of wood.
Timberborn on Steam: https://st...
I just don't know -which- mod triggered it.
I'll go check that out.
all mods that use old lightning system
reported a crash due to some script missing - oh, it was that lighting script lapan mentioned maybe
for whitepaws - should it have a white bench too?
i can't do a scrambled one.. that one made my eyes bleed..
White would be cool.
When I'm making stairs and platforms. I primarily use the scrambled color.
yeah, me too for those. .. hmm.. maybe i'll try a little more if i can make it work here..
Btw did you actually sculpt it out on blender??
Or got an asset online and then you modify it
did it from skretch. all of them
fun learning new skills π
need to tone down the stone lantern though.. that one has 400 triangles ..
the other are 'still barely fine' haha
feedback on how to improve the aesthetics is highly welcome as my eyes can't be trusted really
It looks good honestly!
If you wanna test with white bench, maybe the legs can be pink with white planks? That might be more waterbeavery?
But even now it's looking pretty
How about two tiers:
Copper wire - instant, hands off, independent of paths, expensive to install
Beaver errands - when a building changes its output, it generates "items" that a beaver working in a special building (or a hauler if no specialized couriers are available) has to pick up and carry to all the buildings receiving that signal.
the latter might be a fun mod, to implement as beaver state (i.e. like delivering literal 'messages') @ionic swift ?
instead of instant signals, a beaver has to carry the 'instruction/ state' to any destination listening π
Is this an error that keeps the faction from showing up entirely, or is the mod incompatible with Emberpelts and Leaf Coats?
which version of the mod are you using? (there is different ones on steam)
whitepaws itself might conflict with other factions due to overriding shared assets
The 1.0 version
Ah, I see
sometimes steam not updates dependencies too (would need mod manager or forcefully re-subscribe)
seeing that message about the version mismatch is odd indeed.
might be temporary, with todays update to experimental
i could get them running fine just yesterday
For 1x1x2 Storage, Emberpelts & Leaft Coats are unafffected. Grauschweif's already covered everything else though.
Other thought: I'm looking forward to seeing what Lapan will do with the new automation
I can imagine the 10 step production chain that will be needed to make a single sensor XD
now i feel overwhelmed a little ..
not sure about mapping the birch (top left) or the scramble (it's weird..)
middle green and red are leafcoats / emberpelts
scramble, pink and birch are whitepaws. the front left red is custom wood from my mod
others are brown, yellow, white (FT), dark brown, indigo, grey (IT)
i totally can see people playing greedy faction for the whole set now π
Were you able to reduce the face count XD
240 per bench haha (down from 256)
Hmm... The idea is interesting, but it's that really worth the trouble ? I don't think so
Nah, a scrambled bench doesn't feel right to me. If it was a poorly made bench, yeah but it doesn't fit this model I think
reasonable
You can probably remove half the planks and make the remaining ones larger
I wouldn't count on it being functional right now
Today's update broke many things and I don't have much time to fix any
For now the way I see automation is too have some basic trigger to activate / deactivate some buildings based on the season, or halt / resume production of some good when the stock is full / low. Or control the sluices / floodgates / water pumps
Which in general is not desirable since most buildings are houses. If there was automation things that let you change recipes of a building, that is better but also undesirable because it reduces the pressure to make more anvils / chemistry labware etc.
So really I only want automation for two things, that didn't justify making a complicated system even if it's super cool
That's absolutely fine
Good luck to you!
(On fixing all the new things)
would be nice if there was a pause-workshop-not-housing option?
I don't think that's possible π
The automation mod has this function. It can set 0 workers, then the building still works like a house, but it doesn't produce anything. It's a shame that the new automation does not offer this option. I don't even like the blue icons above the buildings.
IIRC in the base game there's nothing that functions like a house that is also a workstation. It makes sense they'd want to use the functionality they already built (pausing) instead of a secondary solution that could be confusing. ("Why is my unpaused building not doing anything!?!" "Because you forgot that automation had set it to zero workers")
just went to poke at the automation in vanilla, that's interesting, but there is clearly zero range consideration to anything
i think i'll mostly copy automation elements, possibly make some of them a lodge
i think the most important will clearly be the season sensor (meteo station), which means i kind of want to give it to an "improved district center" or something
oh, also, the firework cannon consumes, well fireworks, that will be an extra reciepe for the handicrafter
(no idea where they're made in the FT)
oh here's an idea !
i can give the water flow / water level / water contamination sensor to the waterpump upgrade terminal segments, that would give them more usefulness π€
Like setting workers to 0 like in automation mod π«£
Nargon already said that it seems π«£
That for sure would be interesting!!!
Only problem I foresee is that the. You would allow the opening of those terminal segments around same time as upgrade especially when you are looking to make aa higher dam. So if you plan to make automation a later part of game then this would hinder making us use water pumps in dams especially for the edges
Power automation would be good too cuz it can allow to seperate imp industries and non imp industries... In smart power is not used then it will be hard to control the power network
The new valves that replace sluices don't have their own depth meter, or water type controls anymore. They are meant to be used with the automation for all of that. All they have is a flow control.
(Sorry if someone already stated this and I missed it.)
@shell fiber
Perhaps I could do this better, but 6 relays, 2 weather stations, a contamination sensor, and a depth sensor all to control these two banks of valves.
So, please considerer this when you decide on price and science.
conversely, this one is super-simple. If there is a drought, then close it. Otherwise don't.
But I may want to complicate it by adding water depth gauge so it doesn't open and drain what water we have left after the drought before new water arrives. That would invovle at least a depth sensor and a relay, maybe 2 or even 3 relays if I need to NOT a signal.
I have done a lot of this kind of logic in Oxygen Not Included and it gets complicated quickly.
I -just- saw that somewhere, but thanks very much for the heads up.
there was another mod on the Workshop but that one simply 'unhides' the currently hidden one. This one completely replaces it with a copy of the model so it will survive even if the Dev removes it
The right way to do it.
Same as above, but this time:
- it is not a drought.
- It is not a bad tide.
- The water is not contaminated nor is it overflowing.
So... the clean water valves are opened and the contamination/overflow valves are closed.
blegh, I didn't update timbertrees to 6.1.8 before I updated the game to 1.0.11
I think each sensor should have a relay with it in case you want to knot it. But that is just my own designs.
I admit, I had to look up what lyophilization was. I knew the process, but not the name.
via steam's console and a crafty download_depot
nice!
unrelated: Bad tide is approaching. Lets see if my logc holds! /laughs
This one is still simple. Added a second weather station and an OR relay. If weather is badtide or drought, close it up!
(This water is protected from bad tide so long as my other system works!)
Erf. I think my main logic is wrong. I'll know soon.
Debugging my logic. I have it fixed for badtide weather... not sure if drought will still work as desired.
The lights can be custom colored. This will be fun.
And what is the first thing I do with custom colors?
Here are some actual use of colors in my logic. Explained even.
the 3 valves below:
3 Green lights mean
- NOT badtide
- NOT drought
- NOT contaminated water (darker green)
(there are not three green lights!)
yellow light means water is more than 1% contaminated. Oh noes! Tell the chain to dump it!
orange light means water is contaminated (yellow is on) OR about to overflow (blue is on). Tell the chain to dump some.
red light means orange light is on OR it is bad tide. Tell the master control to dump water/
purple light means that red light is on AND it is not a drought. Okay to dump water.
The three valves are set to dump water if the purple light is on.
If purple is OFF, all three valves close.
the two valves to the side: (currently closed)
if dark green light is lit, then open. Otherwise close.
Same as above, but all is good. We have 3 green lights.
Yay! It still works for badtide after I re-did the logic. The water isn't contaminated yet so both sets of valves are opened.
Not a drop of bad water escaped into my colony's lake!
Bad tide has ended and the dump gates stay open because the water is still contaminated. The side gates remain closed for the same reason.
When the drought it water continued to the main colony but none was dumped. Everything else is held back by the regular dams.
If you just want to separate good and bad water, one contamination sensor and the correct setting are enough. On the valve you can set the flow for the ON and OFF signal, use it! I created an example using flood gates, but the automation is the same for the valve.
Very true. And well done.
I just wanted to cover more contingencies. So, of course, I made something very complicated.
Like the old programmer vs engineer joke about the toaster. π
Once upon a time, in a kingdom not far from here, a king summoned two of his advisors for a test. He showed them both a shiny metal box with two slots in the top, a control knob, and a lever. "What do you think this is?"
One advisor, an engineer, answered first. "It is a toaster," he said. The king asked, "How would you design an embedded computer for it?" The engineer replied, "Using a four-bit microcontroller, I would write a simple program that reads the darkness knob and quantizes its position to one of 16 shades of darkness, from snow white to coal black. The program would use that darkness level as the index to a 16-element table of initial timer values. Then it would turn on the heating elements and start the timer with the initial value selected from the table. At the end of the time delay, it would turn off the heat and pop up the toast. Come back next week, and I'll show you a working prototype."
The second advisor, a computer scientist, immediately recognized the danger of such short-sighted thinking. He said, "Toasters don't just turn bread into toast, they are also used to warm frozen waffles. What you see before you is really a breakfast food cooker. As the subjects of your kingdom become more sophisticated, they will demand more capabilities. They will need a breakfast food cooker that can also cook sausage, fry bacon, and make scrambled eggs. A toaster that only makes toast will soon be obsolete. If we don't look to the future, we will have to completely redesign the toaster in just a few years."
"With this in mind, we can formulate a more intelligent solution to the problem. First, create a class of breakfast foods. Specialize this class into subclasses: grains, pork, and poultry. The specialization process should be repeated with grains divided into toast, muffins, pancakes, and waffles; pork divided into sausage, links, and bacon; and poultry divided into scrambled eggs, hard-boiled eggs, poached eggs, fried eggs, and various omelet classes.β
.
"...The ham and cheese omelet class is worth special attention because it must inherit characteristics from the pork, dairy, and poultry classes. Thus, we see that the problem cannot be properly solved without multiple inheritance. At run time, the program must create the proper object and send a message to the object that says, 'Cook yourself.' The semantics of this message depend, of course, on the kind of object, so they have a different meaning to a piece of toast than to scrambled eggs."
"Reviewing the process so far, we see that the analysis phase has revealed that the primary requirement is to cook any kind of breakfast food. In the design phase, we have discovered some derived requirements. Specifically, we need an object-oriented language with multiple inheritance. Of course, users don't want the eggs to get cold while the bacon is frying, so concurrent processing is required, too."
"We must not forget the user interface. The lever that lowers the food lacks versatility, and the darkness knob is confusing. Users won't buy the product unless it has a user-friendly, graphical interface. Users will want to pull down a menu and click on the foods they want to cook."
"Having made the wise decision of specifying the software first in the design phase, all that remains is to pick an adequate hardware platform for the implementation phase. An Intel 80386 with 8MB of memory, a 30MB hard disk, and a VGA monitor should be sufficient. If you select a multitasking, object oriented language that supports multiple inheritance and has a built-in GUI, writing the program will be a snap. (Imagine the difficulty we would have had if we had foolishly allowed a hardware-first design strategy to lock us into a four-bit microcontroller!)."
The king wisely had the computer scientist beheaded, and they all lived happily ever after.
If you'd written it in Java, then you could have had an AbstractBreakfastInstantiatorFactoryClass
π€£
I think more like a programmer than an engineer. That joke (back when I was in university) sorta blew my mind.
That was an electrical engineer answer,
a mechanical engineer would have used a bi-metal strip π
You need two weather station to say badtide or drought? Can't you say "not temperate" ?
Yes.
But my mind was locked on the complexity of the other one I was working on.
Plus... if Luke gets his weather mod back to specs, there will be more weather types.
Damn right. This had completely slipped my mind
I really liked it so I keep hoping he gets the old weather types back and even makes more new ones.
didn't he make a new 1.0 version of that mod?
The main mod, but not the expanded weathers.
yeah, true
i'll poke at it later this month and see to re-make my seasons for that..
Relay sensor (I think it was that) allows you to use NOT, so 1 weather sensor and 1 relay can assign NOT Drought/Badtide
should be easier now to provide new weather types with it π€
Yes. I add NOT to most of my sensors as an option.
hope seasons still makes sense though, seeing as he made the 'classic cycle' much more fuzzy and dynamic
This one shows some extensive uses of NOT... #1070709592176197642 message
(at least in the logic. I only have 3 NOT gates)
By the by, I had to sloppily use dev commands to generate too much water, but my overflow logic does trigger and open the 3 drains valves. π
(The blue light signifies too much water... I just went overboard.)
by the way, what's you signal naming convention?
[F/A] Disturbed is using their standard one, like: PlankLow, or PlankHigh, NotPlanksHigh
Walky named some as like "Contamination > 50%" or "Less than 5 vacacies" which was interesting,
My execution is sloppy, but for now, good enough.
The color coding helped me more than any naming I did. π
are the colors shown in the drop downs?
ahh, maybe that's why the drop downs changed?
They show in the side but not the dropdown (until selected). So both are important.
dropdowns probably changed to be able to support some of the more strange character combinations we use.
Ya'll see my strange visual glitch I reported? π
Works just fine
Yeah I knew about this, but it seems like a downgrade
Which is why Luke immediately recreated the original.
It is difficult to keep up with everything I use, but I --try to-- watch the threads for a lot of the mods I have.
I'm gonna post in #π΄suggestions-and-feedback, maybe release a sluice with it's own inbuilt probes or something
Or Lapan, does having to build separate probes for the sluice help balance it a bit?
I'm trying to refrain from too many suggestions and judgements myself, just to give me time to get used to it as they have changed it. Not that I agree with all of it by any stretch of the imagination.
But I'm still having fun.
If after 30+ hours fighting with something, then I have a big beef with it I'll either look for a mod to change it or I might speak up.
I try to give modders the same curtesy.
I am anxious for WhtiePaws to be fixed so I can fire it back up anbd play with the new type of terrain blocks that I didn't get aorudn to in my previous game.
But I expect it will be days, of not weeks to get all of this implemented.
Seems that district one is medium, manual migration is large, and a unset transmitter is none?
oh, if you want to downgrade, you can ask stream to download 1.0.10.4 with download_depot 1062090 1062091 5961608454880895033 in steam://open/console
(you can get the id's from https://steamdb.info/app/1062090/history/)
it's download_depot $game_id $depot_id $manifest_id
and then it gets downloaded into a separate folder (without any progress indicator unfortunately)
will it still work with workshop items despite the different depot id?
This map keeps changing where my primary power generation is. I love a dynamic map, but this one is so fast at the big changes that it is sorta hard to keep up with. /laughs
At least they aren't as deadly as mine tend to be.
yes, if you create a steam_appid.txt with 1062090 in it, then you can can launch the game directly, i.e. not through steam (so you can have multiple versions if you want).
If steam is running, then it'll find steam mods, otherwise it won't
creating the appid file disables the "start steam if it's not running" logic when you run the game executable
yes, actually the current sluice is much better for my purposes than the previous one, which franckly was OP
right now it's basically a floodgate that is stackable
much better
because i have to balance two things :
- this junk should be build at the bottom of a dam (thus, early on)
- this is so powerful it should be end-game
There are already 2 sluice mods: one just unhides the old sluice, and the other is a copy of it (so it survives when it's removed from the game).
Hmm
I know this mod is ment to be complicated
What about a building that you can later upgrade to a Sluice, that you can place at the bottom of your dam?
Might be confusing for new players, but this is waterbeavers where you can demolish your cart first π
it was OP. just hidden behind a little bit of science and metal. easily attained if you know ya want/need it for the reservoir you plan on building. these are much better and configurable later on
Aaaaand we just updated again.
well yeah, exactly, that's what the current sluice is in the end, you can build it early and it's crap, then upgrade it with automation
Post update, my last mod combo loaded at least.
Added in the repaired Timber Commons and it is still good. I am very hopeful.
On my non-WhitePaw mod loadout I am up to 50 mods and still working. Just launched a LeafCoats game to test and it started.
it better has! got to test 14 models and costs for 8 factions/ combinations soon haha
I was able to load my LeafCoats game from 2 days ago, so yay for that.
No sign of the new automation tools in it though.
Oh. He said as much in his notes. Updated for v1.0.11.0, Fixes only, no new features added yet.
no, Emberpelts and Leafcoats don't have them added yet
wouldn't expect him to be any eager about adding them soon, given he wanted to take it slow just before that update hit
Something in one of the two theoretically working "water extension" mods is still borked. Ah well. I should wait until they are all fixed.
given a lighting script was renamed i'd expect many buildings to need little updates..
and after custom materials with lightmaps..
Yep
Time to upgrade to bots so I can go show the bad water sources on this map the error of their ways.
i love how you can accidentally kill your population as long as a bot covers a single breeding pot
I went one step further
on the other hand the dynamics and fatality of whitepaws - i like that best still
In LeafCoats all beavers were dead and no bots. But I had 1 beaver plant left and it didn't die. Rebuild my whole civilization.
nice!
I can't imagine ever topping that one.
yeah, how even? that's hilarious close!
IKR!
Only adam or eve it seems...
When one is vine grown it doesn't matter. Just grow some more.
But like in Spore, all beavers appear to be hermaphrodites.
IronTeeth seem to be neither.
Weather stations should use checkboxes to select the seasons... Also, the name at first confused me, because I thought I could select wind speed too.
But, you could use a relay (a NOT gate) to flip the Weather Station value like NOT temperate, but this don't play nice with Activate early setting
I finally hit my first big disappointment with the new stuff. The gate has no way to differentiate between organics and bots. What a wasted opportunity. /sigh
The gate is still a great thing. Don't get me wrong about that.
It sounds like something that could be modded in though
I hope someone does.
Knatte got their mods updated
Yay! Been waiting for that.
I didn't see a notification of it, but the frog statue has been updated too! Gods I love @woeful sun's mod updater.
An exchange my husband and I just had.
Kupo: Planks a lot.
me: <after groaning at the pun> How come I never thought of that one?```
@shell fiber
When you add wiring to the automation system, how would something like what I have pictured work?
good: if the purple light went out (< 666 surplus power) then the number cruncher would stop.
better: NOT relay assigned to the purple gate turns on the three steam engines when there is not an adequate surplus of power.
well i don't think i'll add wires tbh π€
i think i just fixed my unity
I was dreading the thought. I am glad you decided not to.
first priority is obviously to fix the mod, then i'll integrate automation whichever way i can
Make it work then make it better.
probably the liquid water related sensors will be in the waterpump upgrade terminal segments.
the weather station most definitely a mid-game new district center, since you likely only need one. but i'll add an extra thingie for the weirdoes who think they need multiple (realistically there is reasons to want that i guess)
the rest... i don't know yet
Districts make sense in a faction that has robots that can do work. In WhitePaws they are only haulers so I have little use for districts myself.
But on some maps they are nice.
i'll probably just duplicate the folktails one, but i thing i want to also make them into some sort of upgrade buildings, like a 3x2x2 computing house that can have up to 6 automation modules on the second floor
oh, actually...
hmm...
what if, i make the advanced DC be an actual town hall or whatever, and make IT responsible for centralizing the automation modules (except the sensors that are in the environment)
that solve the cabling issue, since they would all be forced into one place π§
and as for the water sensor things... do they still work if they are houses, and paused ? this way i can force the player to not build them too far off. and the "signal" can be a beaver with good lungs, arguably π
It would need capabilities for hundreds for anyone doing serious automation. I'm just playing around here.
Say thanks that dev's don't make sensors consume science to work. Would make automation for WhitePaws a hell π€£
oh, that's an idea π
finally a purpose for the dyna-butchet chain
π
I both like and dislike that. I mean once one has 2 or 3 ENS there needs to be more science burners.
I plan for a minimum of 3 ENS in any colony.
well, i could make 50k from a single trebutchet while waiting on the abyss reactor
cant imagine what better use than putting that into sensors
waste rock: fueling the sensor network in ways no beaver can hope to understand. It just works. Don't jinx it!
i never managed to fully utilise one for sience since that was nerfed
now you need them to make fake dirt blocks
I haven't gotten to play with that yet.
Lapan will fix it. And what he doesn't fix, @radiant arch will. π
i'll try if i can and it makes whitepaws become closer to lapans ideal
I need to download your repelling crane.
but compared to how much work lapan puts into the mod that's just some small detail
would love to get some feedback if things are quirky or looking weird, please π
Does it work with all clans?
By the by, I love these!
i tested with most of them, but not greedy nations and greedy paws
Okay. I'm not doing the greedy* right now so that's fine.
what is that? those look great!
KnatteAnka's water extension power mod.
love that duck!
I should have added your decorations while I was adding in the crane... brb... want those too.
Am I mental or couldn't Lapan's crane be used like this to build up, including the crane itself?
mine are a little 'weird'..
and other factions have actual floor occupancy, so might behave differently there
or i messed up.. does DC show range there?
oh, wait, the crane itself.. not that wont build this way
lapan's did??? hmmm
I -think- so
maybe that's what those odd pathing extras been for... π€
will try tomorrow
too late for my brain π
gn
niters
That won't work much longer, something was out of whack in the trebuchet I need to make it a pure attraction
Not sure, I think they had to be build from the top
The odd path were likely to allow to extract metal from ruins in 1x1 holes
Did that work in yours ?
I just knew you could use them to build upwards.
Making towers of buildings is a thing of mine and they aided that greatly.
I remember you having to tell me I could use it to harvest trees below me. /laughs
@radiant arch I enjoy a Hyakki YagyΕ as much as the next soul but do you really intend for these to float? π
sad sideeffect of the 'stick-to-wall' option for now π
is it bad?
okay, at long f%$#ing last, i have managed to fix my unity (it was not fully fixed before)
gah
now i have to gut the new tutorial entries
except somehow there's nothing new π€π€
yet another "something is wrong but i won't tell you where π"
well, clearly it's one of the tutorial steps
but that will be a problem for tomorrow
looks like a tool bar problem? (duplication? missing item?)
I was careful to not duplicate any of the items used in the tutorial, so likely but, but maybe some stuff is hard wired, like the "connect power" task doesn't ask for any argument, but actually look for the folktails power shafts
I'll bash my head at it tomorrow
okay, the issue is fixed
now i have to fix all those visual bugs caused by the window / illumination rework
Just a jump to the left...
boink
Oh I mean that small floating door is the corrected one for some other buildings
okay, presumably the mod is fixed
and by that i mean "does not crash immediately"
i couldn't replicate the sluice crash from @still frigate
i tried to cover the building with dirt or with buildings, but no change
I am so looking forward to getting back to this.
Failed to load previous save. Attempting a new game for testing purposes...
@shell fiber repeatable crash. Giant liquid storage.
I successfully started a new game then dev-built a gargantuan liquid storage. It was fine until I tried to put water in it.
@shell fiber Some minor visual inconsistencies have crept in. I believe there are more in some of the submenus.
the rope icon is mine π (different mod)
Yes but the others aren't.
[very early game] One way to build and delete your way up unfriendly terrain so you can build down to your housing stack.
Second time doing the procedure on this map!
looks like mine! (right before i cursed and made the ropes haha)
so fun to get to the brambles on this map (if they still survive)
Repelling crane wont help. No science, and the unlocked one wont build on buildings.
yeah, I could have done it smarter.
you used 6 beavers less than me tbh
hmm.. but that gets me thinking if the ropes are useful enough as is?
would making the stackable one be science-free help in this case?
not so much for whitepaws. Great for the others.
That is how I used to use them. Beaver on top of building places a crane then build the next level up that you couldn't before.
Really only worked for the P&L lodges, but it was so nice.
ok. will see if i can make that possible again for next week. at least for whitepaws
That would be cool.
Still great for lumberjacking down when there is no clear space for stairs even as is.
And now 419 logs to find space for/use before the rubble piles expire
That's a moddable tool group issue
If you want I can give you my rappelling rope icon π
But yours is also good. Kind of feel like an artillery piece thoughπ
Or those anti tank cannons things
i'll try and make something new sometime.
the model is rather different from yours
@shell fiber Is this intentional? If so, yay. If not, now you know.
OR... one of my other mods has caused it to be unlocked? Not likely?
@shell fiber I dev-built a hot nuclear press to check out the block making since the game I was about to legit make one in wont load anymore because of the water bug.
I can definitely say that it works and it is much better than 1,000 dirt for a single block. I will also say that you made some interesting choices. With 6 ingredients (totaling 120 units) and 600 hp, it is still rather expensive per block. But I'll take it. The additional 100 water to place it also makes perfect sense.
I haven't figured out what the coal's function is but at least it is only 10 coal a block. But that adds up at a stage where, as someone said, one can never have enough. Coal doesn't come out of explosive tunneling does it? Never mind, coal is right there in the recovered goods description. I've seen the dirt, waste rock, and iron for sure. Maybe I just use to coal too fast to have noticed it? π
Finally, is using glorious storage intended to remind us how rare and wonderful a bock of earth is? π
@shell fiber dev-mode placing of abyssal elevator crashes.
i really eyeballed the cost, i can change it if it feels wrong in any way
that's weird
i just fixed the giga water storage, so it shouldn't crash anymore
and also so i won't forget to fix it every game update π
You have something broken in the game and it's not water beavers. That's the same error you had at Sluice Lodge. It's something about water simulation. Trying to build an elevator in a flooded area?
I can build an abyssal elevator without crash, including all expansions and an atomic reactor.
(it was not with the other storage models because i'm a dog driving a car)
(damn i cant find the right picture of the golden retriever at the wheel)
not this one, but maybe my memory is unclear
would guess so too
there's one with a dog saying "i have no idea what i'm doing" which is a dog driving a car
or was it in front of a computer ?π€
indeed
this made my morning now π
@radiant arch did'nt your script increase the map ceiling ? on the most basic map there's a ruin that is too high for the nuclear reactorπ€
did you override this file ?
// Blueprints/Configurations/MapSize.blueprint.json does the exact same
{
"MapSizeSpec": {
"MaxHeightAboveTerrain": 24
}
}
as it was possible with json now i not moved the code for it.
if json not works i could i guess?
last time i tried to poke a the configuration one, it broke everything, but i'll try again
i'm "fixing" the trebuchet now
oh right, the bottleneck for endless terraforming was the ability to get rid of crapmetal or metalblocks right ?
because we will soon have firework that can endlessly consume ressources, so i'll probably make some balloon trade that takes metal whatever for fireworks and that should do it (the handicrafter also will be able to make them)
if the json not works anymore, i'll get the script back by monday
It wasn't a flooded area. But I am running a LOT of mods. Some probably aren't even doing anything inside WhitePaws.
At last save I was running 50 mods.
I -had- been running these (from other factions) and I am pretty sure they don't even interact with WhitePaws.
Looking for more to disable that were just left on...
removed a total of 7 mods
This is where that abyssal mine was:
(gonna try again)
Placed fine.
The gargantuan tank still crashes so I can't check my old game until the next update.
i'll update soon
No worries.
And did you remove the long skewer? I only see it in dev mode now.
i think i replaced with a double skewer because there was situation where it could vanish
Unless something in my load order is messing it up. I've had weirdness like that before.
My power shafts are split and I doubt that is intentional.
Just no clue what to change to fix it. /laughs
probably you are using the improved tool groups or something
like moddable tool groups but also comes with pre-madegroups
indeed, i forgot to actually add the new one, but the old one is only devlocked i believe
MoreGroups ended up on again. Power is fixed.
New and improved trebuchet added in.
Confirmed that the Gargantuan Tank is happy. π
@shell fiber @radiant arch
Stuff that was removed from the save with the sluice crash.
Gonna miss configurable pumps if that is the problem.
well automation will be comming soon
or should i say "soon"
soonβ’
And another trebuchet bites the dust. I am not playing Strongholds! π
Oops. Can't test the sluice lodge theory because it is now the one with the flow control and no fluid type detection.
it should behave same for the blocking flow part
there can't be too many lights per tile, right?
I would decorate like that. Which is why they don't let me decoarate.
I really like this colony and it may be playable again. I'm not getting the FPS lag I was.
those yellow trees must look nice on that middle island?
Well... speed 3 lags out. 1.5K beavers is just too much.
??? The ones at the lower right corner?
Wait... do you mean I should plant them on that barren center island?
@shell fiber Timberborn -just-updated.
doesnt look like they did anything breaking this time
Not entirely surprising if you ask me π
Looks inconsequential π€
I need to figure out how to drastically lower population without leaving jobs empty.
upping productivity using well-being usually helps balance that for me
and looking at productivity to decide which production buildings can go offline
lower population greatly reduces need for workers too, as: less food = less cooking = less water = less hauling
it's pretty decent, yeah. still might give a good boost aiming for 65~ (after it slows down a lot imho)
One of my problems is that a lot of stuff was build to make physical dams, whether it was needed or not.
A good example of that:
just stared at that too haha
that's 120?? more?
could make dirt blocks right behind and slowly demolish them?
going at a pattern like 'dirt'-'levee'-'dirt' and topping with upgraded dams gives pretty quick results?
At 1,000 dirt per block?
I don't have the other one yet for this game.
But I like your thought.
This... this is going to be painful to watch.
All food and water production is turned off and I am preparing to start destroying housing.
(I saved before doing this in case the guilt becomes overwhelming)
gotta find where I still have 102 beds active.
Okay, found it all.
why would you want to have zero beds ? bots alone cannot make certain things, probably
reminds me of a certain christmas story: "why did they pluck the goose?" "to gift her a new sweater of course" π
Restarting from -near- scratch.
I found myself torn between abandoning the save or doing something extreme. I opted for extreme.
A near total colony redesign. Almost like starting a new game but with a lot of end-game stuff still unlocked.
and a very strong workforce!
They um... starved. By the time I had things stabilized 2 were left. π¬ 
those two better get busy π
Gonna be a slow recovery
With so many open beds I am surprised there aren't new kits everyday.
Beavers must sleep, also π€£
would less working hours help?
than again... maybe this game isn't that realistic π€
I read somewhere that does help...
I cut the workday to 12 hours. Since the above screenshot, all the kits have grown up and they just gave me 1 more.
so 6 and 1
Maybe it take a bit for the lower hours to have an effect?
i don't know if they have, but if so it would mean there's a chance per either sleep hour or 'free' hour to produce kits
vs. an once-a-day chance
Maybe happiness affects this chance?
i don't know tbh
Well, this is what has happened since the starvation.
so, code dive told me:
- a beaver must be home
- another adult beaver must dwell there too
- neither must have any critical need unmet
spawn-chance is set per-day
oh, and the dwelling must have a free slot too, it seems
(not sure about this one, if current dwelling or any dwelling counts)
hmm.. now that i re-read -> it might not need the 2nd beaver to be home.. just dwell there might be enough
so there might be little to no benefit in changing working hours itself..
just have them not-unhappy and have adult pairs in homes not yet full
Oaky. Then they need to get back to work. π
me too.. testing decorations on all 5+3 factions haha π
I think lowering work hours gives a higher chance that either of the two adults in a house are there at midnight, if you make them work too late they might be busy running around at that time
Also, unrelated quick question : what are the requirements for a clinic ? Like the building itself plus the diploma made in the library.
(I'm poking at the tutorial text from home but I don't have the mod data)
"BuildingCost": [
{
"Id": "Log",
"Amount": 30
},
{
"Id": "Plank",
"Amount": 25
},
{
"Id": "PineResin",
"Amount": 20
},
{
"Id": "Metalfixation",
"Amount": 15
},
{
"Id": "Tools",
"Amount": 20
},
{
"Id": "ChemistrySet",
"Amount": 1
},
{
"Id": "NursingLicense",
"Amount": 1
}
],
alchemists set and both fasteners and tools from primitive workshop
for products it's
- alcohol
- bettermedicine
- bramble flower (aka 'meanflower' haha)
- ice block / minty bamboo for frost balms (might have changed recently?)
so needs: fermentation, clay pit, bramble extermination and distillery i guess ?
oh, they booped the version one up again π
Second update in 1 "day" (so called because I haven't slept yet despite being barely able to see due to eye strain.) π
/laughs
please be careful π€ (speaking from a point of not caring enough about it too recently)
Jinx! You owe me a...
you want an update for decorations mod?
need to quickly test the factions, but i think this is ready for now
it's exponential growth from there!
That is so pretty!
Is it live on steam?!!!
mod is on steam. update will take ~1h (need to see it loads for all factions and pc is slow..)
I've got the mod alresdy and using it. π
@shell fiber Such a nice walkway.... to bad my beavers have zip lines. But it looks cool for me!
Those dams sorta make my new district center look like a prison, eh? π€£
What beaver in their right mind?... Oh yeah, I'm not in my right mind.
i can't see any of us ever beat a whitepaw tbh.. that stew is thick..
@radiant arch Did you see ALL THAT FOOD?!!! No more starving allowed!
oh, now i see the lights too! nice!
I love them!
and the little fellow with the hammer secretly leaving the prison
only whitepaws left to test.. π€ (skipping greedy for being lazy)
Why only cross-shaped dams ? You don't like the normal ones ? They are quite cheaper
maybe i should come up with a small decoration/ attraction for those 3x3 dam upgrades??
Because I'm a derp sometimes. I nickel and dime the power lines then ignore the dams. /laughs
Hmm... Maybe I should make a corner piece ?
Remember, I hardly use dams. I'm trying to break that naughty habit.
might look really cool!
That would be neat, but you don't need to change because I am dumb.
Remember where I am from. I basically had to teach myself how to think!
Obviously, my self-education still has a ways to go.
π
I have cursed at this map enough that more than once I have forgotten -I- made it. π€£
sounds fun!
@still frigate decorations update is out on steam. could load and use it with whitepaws. need materials mod update from earlier today
I run @woeful sun's mod so when I update, I get the latest of everything!
Love those lantern posts!!! For sure going in my tunnels
I know this is another game, but these numbers have to be doctored! Right? /laughs
they could have screenshotted automatically at that number?
i like the average reign part
This is the devs doing a post playtest analysis.
Get tonss of bachelor's in agronomy and build them GMO labs
Okay, what am I missing???
I was obsessive enough about that game I got indirectly referenced in one of their press releases. /laughs
ohh, now i'm interested in it too
I haven't reconnected my trifecta of ENS, but I think I have sufficient credentials awaiting. π
Okay, I have prematurely reconnected my ENS cluster, Pray tell what you reference.
For the dams, GMO growing labs are best, 3x3 tiles with only 3 pop
And you can place floodgates over it to raise it to 3x5
So you can basically cover 15 tiles with only 3 pop, hence best beaver dam building
Though they would likely be mostly useless in function though
Sorry, I misunderstood. Was thinking of an alternate way to get dirt. π
Aaah lol
balloon farming (salt to dirt) and burning through metal to get those drills working π
GMO are great as dams... if you face them the correct way. π
when trebuchet still worked it could give about 2 blocks per day π
The other option is to make the wine cellar but it's only 3X2 and only need 3pop too
Until you suggested it, I hadn't thought of mixing levee with dirt blocks.
Yep. 4.5 dirt pee GMO lab
advanced sawmill is 3 tiles per beaver too (9x4 back?)
I never think dirt without levees lol... My thought process is always where all the levees aren't possible, only there put dirr
i spend a whole cycle and some on building a dirt container for the wonder once π
Tbh it would actually be a really good candidate for long dams!!!
i always only remember afterwards π
I will say it again. I can be a bit slow sometimes. /laughs
I had looked and beaver to tiles ratio cuz I wanted to build wonder without much terraforming at all lol
"water beavers: the quest to cheaply put a wonder in middle of town" 
Okay π€ so it's mostly available soon ish, at least post factory
What about the nursing license itself ?
And then it KILLS everyone!
You can see the wonder here near the balloons
looks fine?
"Ingredients": [
{
"Id": "Pencils",
"Amount": 25
},
{
"Id": "Paper",
"Amount": 50
},
{
"Id": "BetterMedicine",
"Amount": 25
},
{
"Id": "Alcohol",
"Amount": 20
},
{
"Id": "Berries",
"Amount": 50
},
{
"Id": "Cure",
"Amount": 30
},
{
"Id": "BrainSalts",
"Amount": 30
}
],
That is exactly where I put it β οΈ
I didn't know what it even did....
want better papermill for this, but should be all available by that point
It actually came in handy when I was pressure testing my map and then had like 120+ well being with 1.5k beavers and no one was dying and I was struggling to play.
Did it couple of times as pop control measure lol
Hmmm... Yeah so it could be better if the clinic did not require lab glassware π€
just remembered that https://darkskies.za.net/~norman/timbertrees/v1.0/enUS_Whitepaws.html also holds all this detail π
can skip on the medium mine requirement that way, yes
sleep is taking me.
gn
Good night !
Nighttt! Sleep tight
But serious injuries only start happening after getting into big industries right? Or has that been changed
there's trouble for new players managing minor injury badly (and confusion about it healing by itself)
imho having the clinic part of the tutorial is a good way to help them - plus prepare for the next step of the major ills
But lags behind, only version 6.1.8 at the moment
I use Link Shell Extension
and then actually create Junctions (they seem to work better than symbolic links for some reason)
@radiant arch You wound me, sir! j/k
Sunflower farming vs hydroponics...
hydroponic: 160 hrs = 225 sunflowers
farming: 160 hours (5 days 20 hours) gives 3 per plot.
- needs 75 plots to keep up
- also means more housing and more workers.
- shown farm is 121 + 24 + 98 + 30 + 11 + 64 = 348 plots = 1,044 sunflowers
-IF- my math is correct, it looks like the farm might very well be worth all the housing it opens up and workers it hires.
Thoughts? (ignoring the pumpkin bonus at the side)
were you expecting easy? π
Not expecting easy. He's just -forcing- me to start preparing to make deluxe stew. I had been ignoring it until now.
mwwhahahahaha
it's soooo good π
My current efforts are thwarted by a lack of cereal bars, which are needing berries.
GMO berries is under construction.
I think I need to start making bots.
btw: any issues with the lantern colours? like contrasts, feeling off, or lacking brightness?
did seriously overthink those and made 7+ versions before giving up and pushing this one π
Doesn't that just mean you need 4 hydroponics stacked up :P
I still consider hydroponics better just cuz it's virtual free food (with only log inputs)
With farms, it's the labour that's input and you need to feed the labour. Hence can spam hydroponics as much as I want without any repercussions.
Ofc it looses worker speed bonus
worker speed doesn't really matter for farming, does it? plants grow same speed, they just cover slightly more ground with single farmer
plus bots can run hydroponics - they not need feed and they hardly expire in thousands of years
But that should allow for faster harvesting time and hence larger area per farmer right
yeah, late big farmhouse is a machine in itself
still, plants wont grow any faster and hydroponics give twice the base amount per tile (and can be stacked)
even if workforce need is low for farmers, these still outperform them imho
Not sure I understand your calculation π€ but keep in mind that it takes time to harvest and plant the crops, which is often the limiting factor
I'll probably make them consume a tiny bit of science π
I have taken your suggestions to heart.
@shell fiber I am on my way to shutting down all industrial kitchens in favor of clockwork kitchens, Are you certain you don't want to add pumpkin chips to the things industrial kitchens can make?
@radiant arch You were asking if you went overboard? I don't think so.
was there any need to update the script pack? @shell fiber
terrain building height was working now, wasn't it? anything else?
(currently working on it)
Nox's Mechanical Drill Scripts UPDATED
Now with ANDs and ORs to make them more reliable.
IRON:```condition:(or (ge (sig Inventory.OutputGood.Ironore) 25000) (ge (sig Inventory.OutputGood.Dirt) 15000) (ge (sig Inventory.OutputGood.Rock) 7500))
action:(act Pausable.Pause)
condition:(and (lt (sig Inventory.OutputGood.Ironore) 25000) (lt (sig Inventory.OutputGood.Dirt) 15000) (lt (sig Inventory.OutputGood.Rock) 7500))
action:(act Pausable.Unpause) **COAL:**condition:(or (ge (sig Inventory.OutputGood.Coal) 25000) (ge (sig Inventory.OutputGood.Dirt) 15000) (ge (sig Inventory.OutputGood.Rock) 7500))
action:(act Pausable.Pause)
condition:(and (lt (sig Inventory.OutputGood.Coal) 25000) (lt (sig Inventory.OutputGood.Dirt) 15000) (lt (sig Inventory.OutputGood.Rock) 7500))
action:(act Pausable.Unpause)```
Despite supposedly not needing them anymore, -I- still do. So sharing.
EDIT: I think smart power is preventing things from emptying properly. Not just the drills. I have disabled it.
Also, -much- happier beavers:
So is it the general consensus that if I don't have bots standing around then I don't have enough?
would think that means that they're all busy hauling stuff somewhere
so yeah, there seems to be plenty to be hauled around where they dont have idle time