#Water Beaver Overhaul
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People link infinity pools; my beavers get In Der Ground pools!
And did you note that population? Still (just) under 500!
why do they not flood?
i not knew they could be underwater ?? odd
I have had them 4 or 5 deep.
and fairly happy on top! (seem to like the prison)
It forces me to keep stuff together.
I'm up to 72 happiness
I am so glad this map has a lot of deep ruins. One is not enough!
In testing this map I still haven't done anything in this back corner.
sooo much rock!! sooo much possibility!!!
always want at least 3 abyss mines to get things really rolling
There is a whole "secret" underground back there!
And I made this map in less than a day! (I was inspired)
It's a change in 1.0 now most buildings are basically unfloodable
They -all- have what they need! I should not be struggling to keep up with gear production.
using abyss factory?
Was just bout to say lol
No, I need another degree in hoomanities
You might see me in dev mode a lot, but that's just to check stuff out. I'm -actually- playing this.
Two of my ENS are busy. Time to reactivate the 3rd one. Am I finally gonna need ENS #4???
I've got one space left on this one. #2 is over by my ENS campus.
I haven't done an overview in a while...
niters all
good night
Night!!!
Wait it's the sleeping time here in India lol... You really be living in different time zone hahaha
More mechanics ? ๐
Yep, making more.
So, without Smart Power, the next short drought and my batteries are 100% drained before it is even halfway throught. /sigh.
Smart power is definitely non-negotiable.
Also time for nuclear batteries it seems.
@shell fiber Can you make it so that newly built batteries have zero charge and have to be charged up?
Anyone have problems with smart power and the abyssal mine? Power is back and batteries are charging but after loosing all power the mine and attachments says it is not connected to power???

Reloading without smart power and it is happy.
Reactivated the smart power mod and reloaded and it is still happy. WTF???
yeah i noticed what i think you're talking about on my run a bit ago, just kinda pressed on trying various things to get it working again. dont remember what i had to do, but know i just kinda gave up in the end and left the some stuff paussed for the mines
I think something tripped in either the mines or in smart power when the batteries hit ZERO. Took a reload to clear whatever it was.
Either that or
The game just likes to troll us.
yeah, dont think i had any other mods running than what was needed, but i seem to remember disconnecting a shaft and rebuilding it was hit or miss to work, same with the buildings themselved that all of a sudden stopped getting power
I had tried the shaft break leading up to it but I didn't remove the shaft actually connecting to it. Maybe I should have?
think i tried the 1 leading up to, and the 1 hiddin inside? the building
if you have the hospital building built at least
Which I do.
think i just kinda ended up assuming since it ends up with that weird configuration with that shaft inside that building...๐... it was just gonna keep being annoying so i gave up. had 1 of my 3 mines that it never happened to, so just gave up
Apparently even waterwheels now work as well when flooded... but at about half power.
nice change i guess
Weird. It has happened again but there is plenty of power and batteries are nearly 50%
@shell fiber Any thoughts?
@livid zephyr I replaced the "hidden" shaft with a universal power shaft and it started working.
dont remember trying that, but dont be surprised if it quits out again at some point for no reason. know i got it going some times, only to happen again later
Reloading my save to check something; it has been 3 in-game days and no haulers have taken giant logs to my advanced sawmills, despite haivng 30 giant logs in storage.
Still no giant logs. Removing smart power once again and testing.
Still no giant logs. Had to do a power off and power on. The other one, which I didn't power cycle, isn't getting lots still. This is -without- smart power.
Adding smart power back in an testing the power cycle trick.
power cycle of the building and logs start coming in.
Whatever this is, it is not smart power.
@shell fiber see above troubleshooting. I am at a loss.
I had to pause and unpause an assembly line for haulers to start bringing it stuff.
And for the other bug... the hooman medical facility has lost power again, but the rest of the bayssal system has power.
@shell fiber
Plenty of power available but the facility doesn't think so.
removing power shaft and replacing it did not fix.
pausing and resuming did not fix.
Sick and wounded are building up. This is becoming unplayable. ๐
Well... maybe not unplayable... the clinics are picking up the slack.
I destroyed the medical attachment and let them rebuild it. It is working... so far.
Unrelated: Am I right that it would take 30 clockwork sunflower farms to keep up with the hot nuclear press???
I would like to but I don't think so
Ah well. 'Twould have been nice.
But sometimes it does without changing the power shafts ? That's weird
It doesn't particularly happen on save / load ?
Just randomly disconnects ?
Random. But... it hasn't happened in a while. Very confused.
Flywheels have zero charge when built. I have no idea if they have custom code, or if they reuse bits of gravity battery code.
Looks like my save corrupted. Third time in a row for the same error at the same index.
That block isn't directly touching water.
Ah-ha! I can trigger it by dev-mode completing my second abyssal mine.
@shell fiber (see above) I dynamited that block and then dev-finished the mine and it was fine.
I dont really know what's above / around so honestly no idea what problem you're having ๐
There was nothing above the block. Sky the rest of the way up. And no water below it either. Just the badwater near it. No clue why dynamiting that block let the abyssal mine finish, but it did.
Myabe mine has a water blocker at that point, but not a free block requirement?
So it tried to add a water blocker and found terrain in the way
Well... that makes as much sense as anything.
Here it is in context of what is around it. The why it happened is less important that the fact I guessed a solution and it worked so my game can go on. ๐
He is another stuck one that I had to pause then resume in order for haulers to bring it stuff.
@shell fiber The weird banana harvesting problem is back. /laughs
And they are marked to cut.
๐ฅ
Testing a theory... I'll let you know if it matters.
Theory correct. The tree farm has to be in range and active to replant the banana trees before they will harvest them. I also made sure all 4 entrances were accessible, though not sure if that really had anything to do with it.
thanks for figuring this one out! (if that is it)
so it all depends on tree nursery reach alone?
That is what fixed it for me.
would mean it's an edge case for it not to work? (you'd want them replanted anyway)
@shell fiber Is whitepaws birthrate slower than folktails?
for birth trigger to trigger there must be:
- at least two adults living at same place
- one of them must be home
- there must be a free spot
so.. smaller houses = less chance basically (they might also spend less time home)
for your question: can't see a setting for this with a quick search, but lapan would know about that.
Yeah. I also couldn't. But I feel like it's much slower. I have 6 free beds two nights passed but no new beaver.
Well being is 8.
depends on how those are distributed
oh, and one most important limit: none of the involved beavers must have any critical need unmet
(or any need critically unmet / negative? - not 100% sure which)
they likely wont breed while dirty
or hungry, thirsty, injured, contaminated, maimed, dead, ..
I didn't change anything
So, this is the scenario.
No one injured. Every critical need meets. Have two spare beds in houses.
But as you see for more than 3 nights no new beaver.
@shell fiber @radiant arch Am I missing something?
the one with the chipped teeth wont breed. are the free beds in houses with at least two beavers?
Yeah. As you can see in other 3 houses screenshot. I have 3 houses. Each 2 beds are free and 4 beavers are residing.
Breeding is definitely not disabled. I have new beavers born in this session. It just takes a lot of time.
They are not doing the deed. ๐
Ofc we be making them work 17-18hrs a day 7 days a week!!! Poor beavers need some beaverly working hours
No idea sorry
Btw, what is there that I need to double check asap ? @still frigate ' abyss issue ?
By the way did it also happens if you remove the medical facility ?
Btw I feel like scavengers junkyard is sorta a bad building for ziplines? Cuz once scrap metal is gone that buildings primary function becomes useless... And I would want a busy junction for ziplines somewhere in middle of settlement and gonna honest, it's not the prettiest of the building.... (It's good as scavengers junkyard ofc but not as a zip line is what am saying)
i wouldn't mind it being a 1-way-endpoint either. it's nice, yet overpowered as is. and it's pointless pretty soon for many maps
Like the large farmhouse
Either ENS or library might be a better candidate... Or just have a mega zipline junction building
it's fine as is with the 3-way option, isn't it?
already much more convenient than folktails
or was the tower upgrade 4-way even?
Oh right can always use the tower... But it needs some sort of food/wood building and I was looking for something that is truely urban...
Well I see no reason to worsen this poor building of it's already kind of useless late game ๐ค
So yes the question is that we should have a central hub, that is actually useful, rather than kick this one down
But... Hmmm... Ideally it should just be the district center, but I was thinking about making the upgraded DC a weather station rather than a Zipline hub
Although... Nothing prevents me from making it be both ๐ค
A zipline DC would be coooool!!!
4-way-zipline-center ๐
The real question is : should I consider the possibility of the player wanting multiple weather stations as likely (ie worth bothering with) or not ?
Maybe it will be zero-way ๐
can always make the ENS it's own weather station?
I... Guess ๐ค
That's an option indeed
Make weather station upgrade on ENS hehehehe
I think there is a flat spot on one of the corners
I'll have to make some proper plans for the automation
Like I'm thinking the water depth and contamination sensor could be houses the same shape as water pumps
So it just fits seamlessly ๐ค
What happened regarding them being the water pump upgrades though
Continentaly blocks them behind upgraded water pumps and makes people actually use those end piece segments
But tbh if you are making them a house, I think there needs to be more than 1 sensor or something cuz from what I have seen even for simple automations, you need quite a few of them
You can probably make a sensor house which has 4 slots in it and can place upto 4 counters/automation buildings in it maybe
Like 4 upgrades over them
Waiiiit make it part of pit and tower lodge? Design One to be placed at the top? So we have one more building that completes a P&L towers
if it was a pump upgrade (end-pieces) it might not have a home - or 1 only?
it would still force to build the underlying pump, so have beavers live there, to work
i found some oddity in the power shaft of the hooman medical facility
not clear if that's the issue, but could arguably confuse the game logic
there was clearly some need for disambiguation so i changed this one like this
you don't need to remove the shaft to build it, which was already the case, but now it's clearer that you shouldn't remove it
hmm... problem, the science consuming spec that i wanted to give to the CW farms has a minimum of 1... per hour.
i was thinking about going for 1-5 per day tops since you'd likely want to build a ton of them๐ค
that would seem a simple thing to add a new spec for?
hmm... well in principle that should be an easy thing to do i would assume
ah, well shit
the game crashes when it can't find the property in the existing building
i guess "scrap that idea" is by far the simplest option
Can't use it as a fuel?
it's no "good", so..
Bubye our precious science dump ๐ฅฒ
i'll see if i can make a spec. that's something that should work somehow
It could be that the recipe and the time can just be multiplied so that science becomes whole number...
But then you won't get a cabbage every hour but like 24 cabbage every 24hrs
it should be simpler: it burns science by running, when there's no science, it 'pauses'
cave: it still takes shaft power, so it also pauses, when there's no power
Till that point I believe people should have had decent power supply and storage right? Maybe more use for the power automation:P
I found a few errors. @shell fiber
If I start a new game for the Folktails faction, the game will crash. If I remember correctly, it is necessary to achieve a wellbeing 1 for Folktails to unlock Whitepaws. This will be a big problem for new players.
Gargantuan tank missing English translation
All three water wheels have the wrong text of the produced power. This is probably due to a change in the base game.
The Sluice Lodge now works as a throttle valve. So you could rename it to Throttling Valve Lodge? And make Fill Valve Lodge based on Fill Valve from the base game? The shape/design can be the same.
It's ni longer necessary, but i'll look into it
Didn't I rename it valve lodge already ? ๐ค
for the record, i can have a reciepe produce negative science, but then the UI doesn't display it properly since 1.0, and it also doesn't have a blocking effect (you'd just have negative science points if you go under zero)
but that has the advantage of not eating up science when the output is clogged / there is no logs for the reciepe
Why is the caduceus Rod of Asclepius / Staff of Aesculapius upside-down?
The upright variant did not work well for the hoomans, they all died. So beavers use it in a better orientation.
Bit of a late reply, but they used to use entirely base-game code, but it was code for a dev mode item which got removed, so I had to make it's own battery type
Because it's falling into the abyss
Can't figure out what's causing this crash. I should probably start disabling mods
Disable Berries Are Delicious ! And, since when WhitePaws have berries ? I don't remember.
There was berry juice! Cereal bars take berries! Berries is default first food, and what gatherers harvest
A, Ok, TY.
There's too many things to remember in waterbeavers hahaha
YA, and if you have Emberpelts and LeafCoats, too, is overwhelming ๐ฎ
Cant wait to jump in again after the 1.0 release
With bombs unstable cores this time
will worth a try, since now rubble expires. Will be fun to demolish the broken cart and watch resources vanish ๐คฃ
My apologies. My entire household is quite sick. I haven't been watching chats.
Oh no!!! Please take care!!!!
Thankfully builders can store rubble in their buildings.... So now it's a bit better XD
if the game is mostly bug-free currently, i'd like to complete the tutorial before 1.0 official release
by the way, i'd thinking of adding a small decorative building that consumes brainsalts, in large part because that gives something to build to validate the tutorial step.
i'm thinking something like a small incense burner (maybe @radiant arch could give me a nice 3D model from the lamps mod ?) but other ideas are welcome.
i'm thinking a 1x1 decorative building
which one? the small stone lantern?
That would be cool, but maybe give it a 3x3 or 4x4 radius. The scent would travel.
i'd need to rework that one i fear (has 600 triangles still)
but sure could share it after
haha, yeah, it's just as complex as the huge torii gate, yet soo small
Easrly modders for Cities Skylines would put out stuff with too many and eventually it would lag the game out.
well you can use the decimate modifier
or sometime "merge by distance" can be a fast way to reduce poly count
but maybe making my own is going to be pretty quick
likely
Modify the in-game agora?
1x1 building might be too small to spend brain boosting salts in early game...
Unless you just planning to use it for construction and not consumption
If it's gonna consume I hope more beavers can get access to it
ok, had it down to 480 already.
the modifier brings it to 240 (70 logs, 170 frame) - looks okaish, but should be easy to remake (screenshot; common white plaster here)
oh, actually maybe the agora has a useful model
actually i was thinking of a more open style burner ๐ค
but that's not bad either
i slapped this together
hmm... small problem...
there's no provision for a building that consumes a ressource to generate a wellbeing aura it seems
so either it's just a decoration that is build once and then goes on forever
either it's an enterable where beavers come to sniff some brainsalts once in a while
i think it is very well matching it's purpose here haha
yet i feel conflicted to see them like that
intensity / colour of the light is a little too bright imho
btw: you can use SimpleLights Spec from my script pack to add (night-only) lights too
yeah i'm reducing the light emission alreday
it can get tricky with that in close range - dimming the colour might work better at times
someone should stand a little bit further away but otherwise seems good enough ๐
oh, that's nice!
i would need to rework the lighting system though, the particles appear when beavers are in, but the light is permanently there
anyway, that's good enough to go back to the tutorial
3 beavers at 1 seems excessive? See how 2 right next to each other looks as is, is there weird overlap?
They aren't as closely packed as I would assume. I would expect a whole ring of them pushed shoulder to shoulder.
wait, the floodgate dam didn't require metal blocks ? i thought it did
odd.. wouldn't make any much difference, yet sound more proper
in the tutorial i'm instructing the player to build the factory, in part to get metal blocks for the floodgate dam, i would look like a fool if it doesn't actually require it ๐
pretty expensive looking still (and many many beaver roundtrips)
does it need 150 logs? they fill it with that?
i'm sometimes frustrated by it being slow to build, given i usually build it far-off to block stream early
"Them brain incense got me feeling on top of the world every time is getting a whiff! Move aside you fools!!! Aaaahhhh! Finally my brains all cleared up"
for comparison the 2x3 corner dam, upgraded has:
180 logs 80 + 100
55 met.fix 20 + 35
70 tar 0 + 70
and that one looks more massive?
Damn didn't know they required metal blocks tooo... Dams are gonna be even bigger pain especially since they already need a blueprint
hmm.. maybe it's not that expensive as a floodgate as i thought it was.. ๐
it's more...engineered ๐
Can't help with that crash, but "Vertical Nav Mesh" will fix the navigation line drawn for the ladder (I see some harmless warnings about it struggling).
Same problem as NoxBestia, if I remember correctly it was caused by the Water Extension mod, so remove it and it should be ok.
quick note about that : i can't help but feel the sluice house should be in the "water" tab, no ?
doesn't happen to me, so probably what @ivory fractal says
Also, poking at the tutorial, I just can't shake the itch telling me that the tar recipe with sunflower seed (rather than oil) is wrong ๐
I might put it back
๐
Noticed WB is "1.0" on the workshop, does it mean that the faction is now 1.0 compatible?
plays pretty well outside random breaking updates to timberborn
not 100% complete maybe, but close enough
haven't played since U5 so.... i know i'll complain about the water cans for the showers but appart from that.... as long as it works it's fine
nice, it works, just had some old U5 files cauzing issues, just mass deleted the folder and it works, YAY
I'm looking forward to testing automation when it is added to the WhitePaws!
@radiant arch Here is something for my "fishtank" maps for the player.
Few people play a single map over 100 cycles. But how many cross 200? 250?
This gives a way to break the fishtank, but almost certainly will have to be triggered by dynamite long before risking it going off on its own.
@radiant arch Also, weren't you going to give WhitePaws a crane they didn't need to unlock that can be used to make building towers?
Just copy the link to the channel, and paste it in to your message
work-in-progress ๐
(got a little obsessed with the decorations lately)
kinda want to push the decorations update today (remodelled stone lanterns, stone medium gate, fairy lights) done ๐
after do some scripting on consumable area needs, lights and start-0-batteries
and then looking into testing ropes and balancing and maybe adding some new features to them. so might take a week or some still to get to that
fixed the FT crash due to the tutorial having being mauled beyond recognition
What is it now... 6 or 7 hours and then 1.0 goes live officially? Do you think they will risk changing anything else or leave it as it is right now in experimental?
(I have no clue what the
reaction means)
it's the one and only that fit for an answer - only pmduda would know ๐
haha, that explanation gave me a rank-up !
So we are practically "neck and neck"
top-level 'commenters' i guess!
๐คฃ
i don't expect them to change anything for release, that's bad practice. imagine you have a new bug slipping in ๐
i'm restructuring the tutorial to make it less "clicky"
basically in one "tutorial" (ie :chapter) you can have several "stages" (ie missions) which are each decomposed into "steps" (ie individual things to do)
one "chapter" only takes a small like of text as title, then each stage has a description, individual tasks don't have text
the only restriction is that "side quests" are on the chapter level, so they can't trigger in the middle of a chapter, only between them
Basically I'm compacting several "one chapter, one mission, one task" into fewer chapters that have more missions
can we get the shower tank back to "a thing for hard mode too plz" ?
That means less branching freedom but whatever
I think it's inside ๐ค
having to pack the water makes it not so hard mode friendly
Oh barreled water went through the window
yay
been a bit since i tried to be up to date
probably going diaorama, still not sure about hard mode tho
it's the same issue as the new helix, berries will die unless lucky RNG
i did manage diorama somehow rushing in with broken cart dynamite. erecting and demolishing primitive dams / levee each cycle but it was close,
i already did diorama, but nuclear and badwater were not a thing
was micromanaging the swapping ballons to get what i needed
or just waterfall for old time's sake
idk, still have to decide
it's a pain to do diorama now, with all the big buildings tbh
certainly more fun to do a slightly bigger map
one more reason to do it on hard ๐คฃ
unless lapan proves me wrong, the barrel shower is all my fault.... yup i'm the weirdo
that was like back in U4
well that took way too much time
but now my filing and naming is clean ๐ง
just so that you be warned, the tutorial entries... might be slightly unhinged
the setup is that the player (the expedition leader) has done... something. and got expelled tasked with creating a new colony somewhere else.
you still exchange mails with your superiors, who may or may not like you ๐ค
quite appropriate for the flavour of this mod.
@shell fiber @radiant arch Well, this answered my question.
#๐ขannouncements message
If only
had been the one to post the announcement! LMFAO
hmm... i feel my text entries are actually a bit too long, i'll rework them next week maybe
(i did have quite some fun writing them though)
of course no one forces the player to actually read them
Tell me if something is wrong ๐
I'm still pretty sick so I'm only playing in short bursts. Right now sipping some hot orange juice to soothe my throat.
One of only two hot drinks I can stand.
Can't get the other at home and I'm not leaving my house. /laughs
The other is Ethiopian Coffee - full ritual style.
I know, I have weird tastes. ๐
I like hot bone broth when I'm sick
agreeable taste
I don't like most soups so bone broth is out for me.
Egg Drop soup with an ungodly amount of soy sauce I like.
This was the mod I was talking about. ๐
it's surprisingly more popular than the decorations still ๐ค
should work on it.. yet.. i want to make fun things rn ..
I like both.
@shell fiber I ended up falling asleep right after the above conversation. I just woke up and I'm starting a new playthrough and going through the new tutorials for you.
@shell fiber tutorial question: why all the small useless water? That is over 100 wood for a mere 240 water.
Instead, spend 40 wood plus 15 resin (which one should have plenty of by now, maybe) gets you a lodge that stores 200 water. Two of those and one is still much less wood than the small tanks. Also, unless you prioritize the small tanks, the haulers tend to bypass them and for for lodges and/or medium tanks.
In my own playthroughs I will almsot never bother with any of the small tanks, expect, perhaps, for my bad water buckets.
This is my own playstyle. As always, take it for what it is worth to you.
no more giant burried tanks? ๐ญ those were awesome
Their replacement is sorta cool, but it is very much an end-game building as it requires glass panes, which require the high temperature foundry, and so on. There is a sorta expensive get-round. Pretty early one can trade for solar. Get enough solar and destroy it for its glass.
NOTE: I have never done this in one of my games.
i went over the top of late game loOOOOng ago, i'm so lost, it's fun but a bit sad to see cool stuff like those gone
i started my break when 3D water came out, that was what, U5?
I -think- so.
I've been with the game pretty much since the beginning and it is hard to keep track of what changed when. My first playthrough warehouses could store more than 1 item at a time. ๐
That brought memories of Pharaoh.
played when paths were not free?
That I don't remember, but perhaps?
that was super early, can't remember maybe U1 but not sure at all
Yeah, I don't remember either.
Nice!
i'm just not sure about the big pound in the back if it needs 2 or 3 water dumps to keep it loaded, iirc the old waterfall map it was 3 but that one seems smaller
target remains the same, let's go gigadrills for free science with the trebs !
Good luck. ๐
first bad tide gonna be the real make or break point, if it kills all my berries it's bad, think i got a few in the safe zone, will have to let them spread a bit
biggest issue gonna be ropes for the lido, if i got it right it's bamboo locked to will have so be carefull about how i use the little we get from breaking the kart
Nope. Ropes aren't locked.
Under food gathering, the florist.
Ooo, nice, so i guess that's the "next" thing i want to head towars, having that pool filed up will give me greenland to support a ton of beavers, been holding up on growth a bit but food and water seem to be doing fine
It is easy to miss. I missed it and I was here where Lapan was talking about it. /laughs
lol
it's fun to be back at it, WB are gonna be on the menu every evenings for quite a bit, there is no "short run" with those guys unless you die
No, there is not.
one thing i hope i can still set-up is a bot district with all those buildings that "run without workers" to ease the pressure on the little guys, wonder if lapan broke that somehow with the updates
I have never thought of bots for the run without workers buildings, but it makes sense.
(So I can't say if it still works or not.)
i tried a run on sandbox mode and just a flat map to see what would be the bare minimum amount of beavers needed to do evertything for all the beavers that were there
it goes up fast, don't remember but it was much higher then expected, and then lapan trowed another thing that needs more thing to do the thing to make the other thing so that thing can make the thing
I try to keep under 500 for a long as possible.
6.1.8: No blueprints found for Buildings/Water/StreamGauge/StreamGauge.Folktails.blueprint.json
It moved to Buildings/Decoration/StreamGauge/ recently right?
Not sure why, but yeah, it is in decorations.
oops, why am I running against 6.1.8 and not 6.2.1?
is there any automation included or gonna have to find back the streamgage automation mod thingny?
I use Igor's automation. Lapan hasn't added 1.0 automation in yet.
not anywhere close to it anyway, also need to find back the one that saved power, smart power or something like that
First of this playthrough was for dedicated sawdust production for my shrooms (and later, paper)
action:(act Workplace.RemoveWorkers)
condition:(gt (sig District.ResourceCapacity.Sawdust) 2500)
action:(act Workplace.SetWorkers 500)```
6.2.1: The Trebuchet recipes seem to be missing?!?
The trebuchet was replaced with a different one that doesn't need workers.
i see, that's not what i had in mind, maybe it doesn't exist anymore, it's the one that linked the stream gage to the floodgates
That script engine will do it.
so no more sitting in the bucket for funzies? ๐
You set a custom signal on the stream gauge (depths, speed or contamination) then you use that signal to control your floodgates, once you have them researched.
gotcha, gonna have to go and do some mod shopping but i want to try and not go overthe top too, just a few qol stuff left and right
Yeah. Counting Water Beavers, I'm running 42 mods right now. Much less than I normally would.
i got no clue how many mods i had back in the days but the folder was heavy, some of that stuff is now part of the game tho
Yep. Igor's automaiton is much more advanced than the game's automaiton, but I'll run both once Lapan adds the game's in.
i guess i'll see when i get there, if lapan didn't have time to do it i'll drop in the other mod. At least run won't go as fast as before, not playing that all day long anymore, just a few hours in the evening, used to work with the game runing on the side, like 10~12h a day of timberborn, stuff was moving fast over a few days
hmm...good point. well the tank pit and ladder lodge also house 6beavers, which will consume approx 130 water during a 9 day drought. but of course if you want extra beavers that's not an issue.
i think the conclusion though is that those buildings should be more expensive ๐
I was referencing the liquid storage house. 3 dwellers.
well, yes but the problem is that having such large tanks de-incentivise the player from actually building dams, which kind of defeats the purpose of the faction. i also nerfed a little bit all water storages, but now there is 8 water per voxel instead of 5
i think U2 or U3 maybe. it was the case when i first got the game
ohh, the poor forest, got clear-cut with no hesitation ๐
the water dump can now have up to 6 or 8 workers, so you should probably be able to fill it with one lido, if your water reserve hold up
no, should be doable
ah, shit
oh, thank god, i was wondering how the hell my geme didn't crash if i had forgot that
@shell fiber How much of a -full- farm plot (the planting range of the two farmhouses) should 2 farmhouses the assistants upgrade be able to plant and harvest?
will add it soon, but i have some work to do, so automation will probably have to wait at least until the end of next week
there was an issue with it being both an attraction and a workplace, caused beavers to blink cause they couldn't access their workplace. so i made it a pure attraction that just consumes rocks
proportions should be roughtly the same, unless i forgot to adjust it
i have absolutely no idea ๐
it also depends on what you plant i guess
If you go by the blue outline, I would -guess- that I am using about 1/3 to 1/2 of their farmable range (if there were no obstacles). They are unable to keep up with the harvesting. /laughs
in optimal conditions yes, i think one farmhouse quickly get overwhelmed with a 4-5 radius worth of cabbages, but cabbages also grow quite fast. as soon as one of the crop gets full they will need more land.
Here is a potential tutorial issue then:
I was trying to figure out my starvation problem. Not only is all my food not getting harvested, but following the tutorial I had decreased the priority of the mushroom tents. Damn near killed me. As soon as I got priority workers in the mushroom tents the mushrooms started catching up which let the braised cabbage catch up and now my beavers are eating well enough.
eh, it's okay, the tutorial only ever instruct the player to build like... 2 farms ? of course they'll need more ๐
Of course. I have 4 plus 1 assist.
It just seems like bad advice to lower the priority of the mushroom tent.
but didn't the tutorial say to build a hauler before that ?
Even if it did, I already had haulers by then.
I didn't have the mushroom tents prioritized by the haulers.
hmm... maybe i can advise the player to check that box then. but the deliveries should happen nevertheless
I would have expected so as well.
But I never use the unmaned mechanic, so I have no experience with it.
ah
oh by the way, here is the google sheet for the text entries of the tutorial, if people want to help shorten it:
https://docs.google.com/spreadsheets/d/16rjl2eYllSYs9o4eOjjkNXgiqib2aLRcTkCRynR80Us/edit?usp=drive_link
My haulers and a P&L builder at the time. I would have assumed that this would have been more than adequate for my small colony.
I also have to concede that this map is not currently WhitePaws compatible. Bad water is practically impossible to get unless you spend a lot of time and beavers on getting science from relics. Also the strongest temperate season water flow only gives 4 hp per crappy wheel.
So it is map tweaking time.
U6 ๐
Welcome back!
hm... looking at the numbers, i think you're right, they either should cost more, or store less.
the liquid storage lodge cost ~3x more than a small tank, but stores 8 times more, while it should store a little bit more than 4 tanks worth. so i'd lower it from 200 to 120
the pit and ladder variant costs basically twice more, has double the number of beds and double the volume, so basically the answer should be 240 (down from 400)
i could poke at the other storages, but the only one that matters is the medium tank (250) and plank tank (40) which have far higher cost-to-capacity ratios than anthing else
My brother likes that game ๐
during a 9 day drought, the six beds in the pit and ladder would still consume basically half of the water stored in the building so math-wise that's good to me
i probably had forgot to nerf them when i removed the giant buried tank
I always go for pit tanks than the small tanks... Always found them better somehow idk
i like to use a water dump early to extend drought safe irrigation and it's so easy to fit in pit tanks (and clay pit) with it ๐
only learned through the tutorial that plank tanks actually are cost-efficient (still not sure about liking them, they not stack..)
Really?? Tbh I would still rather spend planks on something more useful cuz they be PITA to make early game
Me? Tank tank tank tank tank tank tank tank tank
Oh and some food storage
Once I get couple of rudimentary sawmill, I don't mind but not before that for sure
The player used to have to build up and break the blockage to access bad water. I did it with a lot of P&L houses when testing. But even then it really wasn't usable unless you had platforms, skewers, and stairs.
Now there is a running bad water source with the strongest water flow at this stage of the map. Plus I repaired the overflow aqueduct and gave it a water source. I also added some easier to access metal, but not a lot.
i think you can slap a platform on them
@shell fiber I'm gonna dev-mode test some stuff with the crappy waterwheels and sawmill before I go back to the tutorial. Some in that section -seems- off. I'll let you know
can't. no single, no double platform. need to side-platform over them, which is later and less convenient
if they supported platforms that would help a lot imho. i like to place them under stairs or such. still pit tanks are best for those, with the middle-entrance.
@shell fiber a 0.5 strength bad water source only produces enough current to give you 8 HP with two crappy waterwheels. The lumber mill wants 50 HP, or 12 crappy water wheels.
Two strength 1 water sources give a current of 1 in a 2-wide canal, which gives 30 HP. Just over half of what a sawmill wants.
How much current do you expect the starting area water supply to provide?
(The tutorial says 1 or 2 crappy waterwheels should be enough)
it should be always 1 on 2-wide channel for any default map
(you can use levee to narrow to that)
so 2-4 wheels max for the first sawmill
I'll boost the bad water source up to strength 2 then.
The total water flow of the starting area is usually 2.5 or 3 for most maps. If you narrow it into a 2 wide channel, 2 crappy water wheels are enough and you have approximately 40 HP.
The water tank increases the capacity of stored water.
The liquid storage lodge (both) increases the capacity of stored water much more, but at the same time it also serves as a house for beavers. This also increases water and food consumption, which means more farms/pumps, which is even more beavers and more consumption.
If you only look at the price of the building and the capacity of the tank, then you are right about the price-capacity ratio, but if you also include the long-term consequences of increased consumption, I would say that the current values are about correct.
I personally see liquid storage lodge as a worse alternative to a water tank, because a water tank is a one-time price, while a liquid storage lodge also contains a long-term subscription. I never build a liquid storage lodge as a water storage, only if it is part of a dam does it make sense to use it.
That's really a playstyle choice, you can see more population as a cost, but it's also workforce to run your industry, so in the end it's really a matter of how much arable land to have to sustain it.
Judging from my experience and from several people having population in the thousands, it doesn't seem like falling in a never ending loop of needing more food to feed the water pumpers and needing more water to hydrate the farmers it's a possibility.
So as long as the building makes sense for some people that's good enough. ๐ค
Typically I rarely use them either because I'm too worried about my population exploding, but I often have one or two pit and ladder water storage lodge for a little population boost and reaching a couple levels higher on my tower
I end up tweaking almost every map for WB, just for my own sanity mainly
Especially with 1.0 maps, I just think the mines detonate waaaay too fast for water beavers to be able to do anything bout them honestly
i got the forester up at the last log before having to deconstruct something, was a close call ๐คฃ
cool that's next thing on my list, after that should have enough green ground to forget about what the river gives ๐
You're right about the playstyle choice. Usually when I have less than about 70 beavers, I have some vacancies and I have to choose where to put the beavers. But as soon as I cross the 100 or 200 beaver mark, I have about 20% of the beavers unemployed and I have no job for them. That's why I try to limit the number of beavers. If I just need a water storage, I'm building something like this in the picture. 20 x pit tank, 10 x small covered tank, total capacity 1450 water, 0 beavers, but you need a gigantic amount of logs to build. After research of the platforms/stair, the structure can be layered on top of each other as shown in the more distant part.
Sometimes I wish I could replace this structure with one large tank, it's better for haulers. But this can be built in parts.
If I need to build a dam (I always need a dam somewhere), I know I can't avoid increasing the beaver population. Then I decide if I need more haulers, builders, or warehouses, or if I can place a production building in the dam. If I choose water storage lodge, I take the expanded water capacity as a pleasant bonus to the function of the dam. But for me the water storage is not the primary purpose of these buildings.
future planning by having stuff with no roads to the center isn't cheating... ๐คฃ, right?
Remember that zip lines are in water beavers now
don't even want to look at how much rope those will need, will keep that as a surprise for future me
If the building is not connected to the district center, it is cheating.
But maybe when you create a special district, you attach buildings to it and send 0 beavers to the district. Then the buildings are connected, but the population will not grow. That is probably not cheating.
well, if i don't have the material to make a path to said buildings... to be fair on normal i try my best not to cheat but on hard mode gloves are off since the builder's hut restiction happenned
( for context, back in the days i tried a hard mode and not destroying the kart run, lapan didn't like the mission beeing a success so locked the builder's hut behind the kart beeing wrecked )
Without demolishing the expedition cart, you have very limited options. Most technologies are inaccessible.
exactly, it was the idea to see how far it can go
basically scavenged all possible scrap and random trees on lemon canyon
unemployed beavers get plank gnawing duty.
and axles gnawing! always want a stack of 100s of those haha
of course, just in case ๐
@shell fiber A builder lodge wont connect to a platform. It works fine on the ground connected to the same path.
EDIT: There is something else going on. Investigating...
The difference between these two builder lodges is what they are sitting on. I am going to disable a mod and see if the problem remains...
The problem was not the mod. The problem is the valve lodge I am building on top of. I tried another building on top of it and the same problem. I put a different building with an upper level entrance on it and it was fine.
I tried to stop the flow in the valve house and it crashed.
This is reminiscent of the crash with the sluice lodge predecessor that seemed to only affect me.
Crashed again with a much reduced mod load.
Gonna try it with reduced mods for whitepaws to run, plus the minimal mods I run for map editing.
It still crashes with only these 17.
MoreModLogs
Lapantouflemagic.1x1x2Storage
BobingaboutScriptPack
BobHousingOptimize
Harmony
Grauschweif.Scriptpack
Tobbert.Ladder
Lapantouflemagic.TexturePack
Lapantouflemagic.Logstairs
eMka.ModSettings
ModdableToolGroups
DevButton
Timberborn.IgorZ.TimberCommons
TimberUi
MapResizer
TImprove4Mods
Lapantoufleagic.WhitepawsFaction```
reducing to these 13 which I believe is absolute minimum. I can't even load my map with this set.
MoreModLogs
Lapantouflemagic.1x1x2Storage
BobingaboutScriptPack
BobHousingOptimize
Harmony
Grauschweif.Scriptpack
Tobbert.Ladder
Lapantouflemagic.TexturePack
Lapantouflemagic.Logstairs
eMka.ModSettings
ModdableToolGroups
Timberborn.IgorZ.TimberCommons
Lapantoufleagic.WhitepawsFaction
Still crashed, on the built-in "waterfalls" map.
yea, and the stacktrace doesn't give enough context as to what triggered the modification that's failing
I removed ladders and more mod logs so I was only running the minimum listed on steam. Still crashed.
At least I have proven that it isn't "some extra mod" I'm running doing it. ๐
@shell fiber Where is my balistic study science ? REEEEEEEEEE
( with mush love but stil REEEEEEE )
additional crash note: It only crashes on ZERO flow. A flow of 0.05 and it is fine.
as it seems to be water related, I'd guess TimberCommons?
that's what the error says, yep. might be related to some edge-case in timbercommons
might be the map itself (or weird objects on it / occupations / dunno)
13 columns on one tile?? is that a very high map?
No map should be able to crash the game like that
It still crashed on the default map "waterfalls"
there've been some similar edge-cases with map-resizing. so that's what i wondered about.
but they involved building on the upper-most layer usually and mis-registering that height
I took that into account. Plus to run absolute minimum (11 total) I had to remove map resizer.
hmm... i don't know 
And it only triggers on zero flow. Like I said, 0.05 is fine.
that's what the error says, yes. only on flow
I love the flavour text in these, like this.
What is a waterpump upgrade board???
Billboards?
Ah! Probably
timbertrees puts them between the Artist Lodge and the Copyist Lodge, but that can't be right, can it?
if anyone wants to see the disaster in action btw i'm doing everything live, just hit me up on dm, don't want to just use that as a self promo thing and smack the link qith big picture and all in here, it's not the place for that
@shell fiber In addition to the other two bugs, this -appears- to be letting wather flow through unchecked. Visually it looks like moving water and my water levels are not rising.
EDIT: this may be player error...
like the french canadian on the "esti", why the edit after?
ty
Okay, I moved the building beside it and that did not slow the flow. I had to totally block the intake with another building despite it being set at a mere 0.05
I tried creating a twitch account, but the two common names I used for online stuff were both in use ๐ (and so is my 3rd backup, ugh)
Because immediately after I posted I realized the position of the adjoining building might have been the problem.
i mean when you changed "esti" to "edit"
My tremors cause me to make a lot more typos than I used to.
Ah ha! I did not know this: "Esti" (or estie, ostie, 'sti) is a common, vulgar swear word in Quebec French
the more you know ๐
It is important to note that this is highly colloquial in Canadian French and differs from other contexts, such as the name "Esti" (meaning "sweet" in Basque)
close, but they not yet launch (sadly)
Well, any other clan would probably be okay on this map. I knew bad tides would be rough, but they took away my baths and my colony will soon implode.
I blasted my dam and the baths are back... which tells me it is survivable once I research the floodgate dam.
Of course that was at the cost of my rice fields.
If only the valve lodge worked right and could be automated.
There are few beaver problems that gears, planks, and dynamite can't solve!
carefull @radiant arch found you too beeing a slacker, gonna have to crack that whip
leaky bath?
@shell fiber Was this perhaps aimed at me? ๐
Ah, yes Okay classic issue with new buildings ๐
Very easy to fix
What are the building immediately next to it ? Or above/ under it ?
Ahah, no I just wanted to make them sound a bit like pricks ๐
If you want / have time to try , with a save where the crash reliably happens :
Do in the mods data folder, find the sluice house, and try to delete either or both of the "finishable horizontal water obstacle" properties ?
Sure. Give me a few...
totally delete these?
"FinishableHorizontalWaterObstacleSpec": {
"Obstacles": [
{
"X": 0,
"Y": 0,
"Z": 0
},
{
"X": 0,
"Y": 0,
"Z": 1
}
]
},```
"FinishableWaterObstacleSpec": {
"Height": 1.0
},```
It no longer crashes when set to zero!
Give me a few and I'll see if it properly controls water flow.
Even set to zero, water still flows freely through it.
the water obstacle spec should define to which height it blocks water on that voxel.
so setting it below water level would make water flow through (like how dams work)
I thought this worked like the new valves. That is how it is labeled?
i don't know. just know if you reduce water obstacle height, it will let water run through the block (building)
seems it might conflict with blocking from the obstacle spec and blocking from the valve part maybe
water passes freely through at either extreme.
odd
i'm mostly confused and should not have commented on this. please ignore me today ๐
That is still very very weird ๐ค
I need to test more
@shell fiber I have completed my run through the tutorial. ๐
If the person going through the tutorial is the kind of gamer who will actually slow their ass down and read the text, they will do fine.
However, the "click the check boxes and go on as fast as possible" type of gamer will fail the tutorial miserably. If they're not already familiar with the WhitePaws, they will be lost. There's at least one critical item that is not in the checkboxes and if you don't have it everything is going to grind to a halt for you. But if you read the text it tells you to make the damn thing. /Laughs
have any of you tried automation? I built a simple count up & down circuit for 30 engines, but game speed is down to 10 seconds per tick
Not 10fps, not 10 seconds per frame, 10 seconds per tickโฆ
the timer is set to delay the next process by 30 ticks, the images were taken 70mins apart.
14 cycles * 30 ticks = 420 --> 10 seconds per tick...
wanted to try waterbeavers on timberpunk 2, the lack of any pine resin was tough, but managed fo get to mid tech, then things broke, so I switched to trying some automation on the same mapโฆ
Is there a map like timberpunk 2, but thats a bit smaller/takes less compute?
Beaver dune? Anyone tried WB on it?
is automation coming to WB?
also, lapan, stay safe!
what do you mean by "like tp2"? if you want challenge maps with timed explosives making things hard there are quite a few. I'd consider most of them extremely hard even for vanilla though
I think so. Lapan has already mentioned it, but we don't know when it will be. Lapan is also planning some modifications there, such as that the water sensors will be like an upgrade to a water pump lodge.
Folkssss have you heard the original timberborn soundtrack orchestra recording!!!! It's giving chills!!!
https://youtu.be/yifY9bnVGXs?si=nvIXUWhCkYwbWFhL
Today @Timberborn leaves Early Access and releases as 1.0.
On this occasion, let's have a look behind the scenes of the Official Game Soundtrack making - recording session with the orchestra in Budapest.
You can grab the soundtrack on streaming platforms and Bandcamp:
https://album.link/s/7M3xeiusemSzxrkRVs0CY4
And the game on steam:
https://s...
i don't get it, what's the point of having 6 workers in the dump, does it dump faster? rather have no worker and haulers doing it, like faster dumping speed would be more releavent then more worker, just my 2 cent
Not sure about speed of filling but it really helps when the dump is far from the water source.
I start with a lot then lower to 1 or 2 for maintianing.
@shell fiber considered that low lvl power source that burns dust and use water a bit, like a tier 1 steam engine? can't make enoughshrooms with all that dust
๐
I have to have dedicated sawdust chewers to keep up with my mushroom needs.
thats what im looking for, a medium sized challenge map with limited water, something hard for waterbeavers which isnt just endless drought/badtide
Check out the stuff @crisp parcel has to offer. She may even have a specific suggestion for you to match your criteria. I love her maps and play them as often or more than my own.
all those ropes and don't need them for the balloon? how does it hold to the basket? unicorn magic glue?


Aren't they part of the balloon item recipe?
Wasn't that an issue about refusing to use the proper sawmill ? ๐
the others I know that mihgt work are "Beaver Endgame" and the "Dune" ones. All near th top of the maps forum here.
Haven't checked the Dune ones but beaver endgame is extremely difficult, all water arrives by pressure and bombs will blow out the pressurised tunnels. you'll need to move very quick. it might still just be possible with wb due to them being able to more easily build up to avoid badtide floods
of course you'll have a lot of flooded unoccupied houses then, so don't show lapan any screenshots ๐
I did Beaver Endgame as WhitePaws. That is one of Janleon's maps.
well done. I think I died very quick and didn't want to try again but it did look possible
curious, did you build a pit tower down into the hole or something else?
I had beaten it as LeafCoats I believe, so I had unlocked alternate start. I found one that I survived. /laughs
haha! yes the far corner is pretty safe
Nope. Corner starts all killed me. /laughs
See the patch of sequoias on the right? I started near there but on the plateau.
Earlier stages of that colony:
suspiciously peaceful ๐ค
Oh, it had its bad times. Some nearly wiped me
the brambles seem happy ๐ค
The other side is flooded
Something has to be. /laughs
that's a nice map design! easy to see everything, hard to guess what can go wrong ?
I brought water to the wasteland at the top. Once I cut some more dead out I'll make a chestnut grove up there.
Thank you. It is my latest experiment.
It is the one I had to crank up the water flow at the starting area to be playable with WhitePaws.
I think I have about 10 more cycles before the main high water sources activate. Not sure what will and wont be working then.
really should have some crappy hamster wheel .. to give 10hp per beaver or so for those cases.
And the one geothermal I gave this map is such a pain to get to.
I even gave a tunnel to get there, but actually using it? /laughs
!!!
More chestnuts survived than I expected.
Yikes.
50% workforce.
With WhitePaws what contamination level do you wait for before closing the dam back up?
I'm currently scripted at 1%
It has been 23 days and we still have 4% contamination.
A drought hit. Back up to 5% contamination.
@radiant arch I forgot to tell you: the advanced repelling rope worked great for building up! I used it for this.
wow, I 'm shocked. I thought that top left corner in yours was easy looking. just one badwater bomb chain to block off in advance and you're safe
strongly depends on the reservoir tbh. on a quickly flowing river it's much different than a huge slow ocean.. often go by what works in the situation with no fixed rule
just had a triple badtide on pristine lake (non wb) and wow it hurts
@radiant arch @shell fiber Did you know brambles could override the replant order of a lumberjack if they hadn't done it yet???
Those are hell and a half!
not did in U7 did they?
This is sloooooow water for certain.
usually marking a field for planting / crop worked..
Marking works to keep them at bay but not
oh. that did work on unmarked tiles too?
never knew. always marked them for planting, but not cutting
These are pines for resin so they weren't marked for cutting. They were killed by bad water.
and the tile stolen by bramble was marked for planting?
i knew they can spawn into spots with dead stumps. but not to dead grown trees nor marked tiles
it had been previously planted, so the soil was black. But the tree was dead.
I second that!
I'm not gonna flag it as a bug... more just a surprise.
Now this... this makes sense. A berry jumped into a cut bramble space that it hadn't spread back into.
yeah, it's tricky to combine those without marking tiles
I was avoinding fences to save land. /laughs
if they not get contaminated path can work to limit the berries
yeah I use paths to stop things spreading into brambles
gotta protect the brambles! 
I need to bet balloons going and get the tree farm. I want the GOOD brambles then set them free to go wild!
They cut faster, they spread faster, and you get twice the yield.
I do like a game where stuff gets orders of magnitude easier as you progress
I need to finish my game of Py in factorio
Played factorio long before timberborn. @brave ivy is supposedly known from his factorio mods.
yes, very well known for early factorio mods
Timberborn isn't showing anymore???
timberborn: jan 23, 2022 - given to me as a gift
So I was at U1, not U0.
Also played a lot of Dyson Sphere Program, Oxygen Not Included, and the demos and playtests of Sintopia.
If they are not part of dams it's fine ๐
Are you sure it wasn't already there or something ? Otherwise that's pretty neat ๐
But not by me
If only I had more time to play ๐
lol, i have the proper sawmill up, did it quite fast that time around ๐
maybe i missed it, gonna have to double check next time i crack open the game
whitepaws 1.0 says missing required mod: "Tobbert.Ladder" in the in-game mod manager, but doesn't list the dependency in steam workshop...
thanks ! i just added it
it's not actually vital thankfully,
was there anything that urgently needed correcting ?
i tried the sluice lodge again, but right now i'm still failing to reproduce @still frigate 's issue
@still frigate do you have a save that does it that loads on a minimal mod setup ?
haven't had time to play all week 
oh, right there was the roof of the sluice house
I made those edits you suggested and it doesn't happen anymore. still wont control water flow either.
If you need, I did backup the file before I did the edits. I could restore it, load a minimal build (11 in total counting white paws) and try to trigger the error. Please let me know.
well on my side it works just fine, so it's really hard to understand what is the cause of your troubles, so if you have something i can try to load up i can try to see what's the issue.
but realsitically this should be caused by some other mod or something being out of date ๐ค
popcorn not beeing there but i guess it's not "urgent" only been rambling about it since U4 ๐ ( hope you're having a good start of your wee)
And on mine it crashes when setting flow to 0, still.
Despite the name, this is only 11 mods. To crash I simply set flow to zero and let it run about 3-10 seconds.
I am gonna try that save on my laptop, just on the off-chance something is corrupted on my desktop that I stream from a lot.
It crashed on my laptop too!
One last idea. I just did a steam verify game files on my laptop. Trying 1 more time...
i really wonder what the hell is going on, but with that i'll probably be able to debug it, thanks !
it does still crash even after verifying game files.
been doing some windowshopping on the workshop to get some old mods i had back in, landed on the "dispensary" that could be a good complement for the brain boosting salts ๐คฃ ( seems broken atm but sure will want to try and smack that in )
My game crashed too. The problem is the flipped version of the building. In normal orientation everything worked fine. But flow rate 0 in the flipped building causes a crash.
Also, the arrow for the direction of the water is in the wrong place. First image is normal version, second image is flipped version.
Ooohh, i forgot to try this ๐ฑ
@radiant heart if you haven't already, look at these too:
https://discord.com/channels/558398674389172225/1477687589434687568
are they WB compatible, i'm beeing carefull what i put in for mods since a lot of them don't like the WB
aren't we supposed to get a free metal cauldron from the kart?
yes.
Mine always end up in the basic paper maker until I have unlocked factories to make more.
ok, so i guess mine got deleted withing 15 days because i didn't build the thing?
are fermentation barrels supposed to work without workers? cauz the description doesn't say it and the timer is running even if no one is in there, i'm confusuion right now
If you set maximum priority to the rubble pile that has all 4 specials, they will usually end up safe in the new district center. Or make the special storage for them.
on that one it's just me beeing a total idiot, had a papermill up already but forgot and was trying to build "my first one"
Done that
oooff, that's a new soft-lock.
Can the district center store stuff that has to go into glorious storage?
Yeah, since 1.0 builders can pick up any kind of rubble and take it to the district center
Only in small quantities, but any type
(you do have to let them do it, of course - if you keep them tasked with higher priority things to build, the timer can run out)
Question whether this is a soft-lock or just bad luck/intended suffering... more or less following the tutorial (at the ironworks stage now), I have like 5 diseased beavers, 3 injured, and a couple minor burns. Out of ~30 total. The Alchemist, and all the kinds of medical beds, are all science-locked. So we're just meant to muddle along with 1/3 of the workforce incapacitated until I can get the library going, right?
I'm not missing some lower-level way to treat the walking wounded?
as far as i can tell wounded are doomed untill you get a way to treat them
( that dam basic balm)
Yes. Now.
Follow me for more dumb ways to die ๐
you do you, i'll just judge in silence ๐ซฃ
Earned. Happy Fun Land(tm) is under construction. We just can't support 20 invalids with 14 healthy workers
lol, i get the feeling
as much as i want to push for growth, the medicare gonna have to come before
@shell fiber Nope, no ropes on the ballon unless it's a "hidden feature"
oooooh endgame sounds like what im after! Thanks
the injuries you get early on are quite minor (often -0.2 or -0.3) they will heal in 5-10 days, which takes a while but is not a death sentence.
have you been hacking at thorns with them ? ๐
or too much working in the mines ?
HO, my bad, tought it was in the red item "balloon" that you make in the handicrafter that it would be required, not at the building stage, nvm
No you're correct, that's where I though it would be too. I knew I had put it somewhere
i can't find the lemonade stand, was that removed too?
Yep
never seen the baobabs..
lemonade stands been in separate mod for U7 still
same with lemon trees
You thought the giant soqoias were the largest??
You should have seen the might of a 5x5 tree in its prime
Beavers coming and sitting under it's shade
Taking generations of care and beaver love to grow
why no more?
(as much pain it is to make a simple tree even)
Toooo many models and too less utility iirc
could have hung lanterns into the branches..
that tent was awesome too
that would actually be fairly easy to remake ๐ค
not like i got time, just might be fun to have a festive tent or something to put benches below. and the fire really adds to the charm
that's where the deluxe stew was made
the stew source is much fancier nowadays. plus ingredients updated too
RIP Giant tanks ๐ i'll leave that here for future generations to enjoy
(trying to dig out a screen cap of the baobab)
here you go, one alive on the left and the deaad version on the right
wow, those are cool!
iirc they were like 200 logs if you chop them down or could harvest water from them with a ???
nice use of bridges too!
that was on my 1000 island run, that one was insane, frames were clearly not included at the end, had to run the game at 1x
yeah, that's still the norm for me on medium sized maps..
thanks for digging out old pics of this mod!
you're welcome, got a couple more but don't want to flood the channel
just sadly i was not recording/streaming back then and lost all the saves
no way to look back at those except the few images i got left
i wont mind some more spamming ๐
wonder how high it can go now
you might like that one, lemon canyon, hard mode and keeping the kart there
probably the hardest run i did with the WB
the nuclear power was something else too
got to around 120s usually. 140s was in with some mods i think (like frog statue). but some small changes since U7 i wonder
Remember the fruit bar, the triangular overhang building!?!
yeah, must have that somewhere too but got a few things to fix need to leave memory lane for a bit, can try and dig one of that one too later if you want
Well, I started the downward spiral by hacking at a Relic (which is apparently also very dangerous, but understandably so)
Realized my problem and stopped, but then an exploding core went off I hadn't realized was coming and dumped badwater into an area, so I got a bunch of unwell/contaminated beavers
and then apparently lost a couple of RNG rolls in rapid succession and got like 8 more injuries in a row
But I think mostly it was just a series of unforunate coincidences. We had to make some hard choices (if you can't work, you don't eat!) but seem to have pulled through
We've been more stable since, maybe ~3 injuries at a time.
heh, you got Punked?
the 1 seems doable but that.... been staring at it for at least an hour and... nope, don't see a way
looks fun tho but no idea how the other factions work
like last time i played non-WB was maybe between U4 and U5 because lapan was fixing stuff and the faction not available
those weirdos with buildings that are not watertight... what a pathetic excuse of a beaver
anyway, gonna sleep on it and see what tommorow brings... i guess lemon canyon is broken since there are no more lemons and those ruins?
And here I am, happy to be able to do normal on the old speak mountain map that has some bad water added in...
everblossoms are 1 tile bigger than oaks they replace, so they can change map or vanish on new game
yeah no way to get the second aquifer up in time after the first explodes. it's a shame but not really fixable for WB I think.
If a map designer makes a research time trial it just won't work
i would have assumed the eery glow would have been quite a giveaway ๐
well, who did drive the cart in the middle of a giant polluted crater ? ๐๐
what the hell is this map ? there doesn't seem to be a drop of clean water ๐ค
for now i suppose so, i'll see what i'll do with the more plants mod once i'm done with the automation for the faction
what i'm sure of, is that i won't bring back the sky island things, it causes too many problems by screwing with the game's assumptions. but i still might keep the glowing crystals because some people really like them ๐
theres a store of water and berries for you and yes you need to get the ancient aquifer working asap to generate water.
then the bomb under it explodes and you need to build your own aquifer to keep alive. can't remember the timing, 50 days I think?
and i kind of want to try making some other custom factions, but i don't know if i want to bog myself in an other two year project ๐
oh, Of course it explodes ๐คฃ
what happens then actually ? it just vanishes and the drill remains but inactive ?
I do like the new map making style we've got with 1.0 but if I'm honest I like the old map style better ๐
no the floor with the aquifer port vanishes, and the ancient aquifer
you have to have researched and built a replacement on the second open aquifer point nearby before it blows
well crap i kind of want to try now ๐
it's fun! it's a great map, though a bit heavy. scrolling down through the hight levels is a bit chuggy on my pc
oh, right, before i poke at other factions, where were we with seasons @radiant arch ?
sorry i made you work on this and then the proverbial shit hit the proverbial fan ๐
having conflicted conscious about it not done too.
now @lament axle reboots his own seasons implementation and i'm conflicted about making what would be pretty similar
still want to see them. and debating if i should just go with the minimal approach and do just exactly what we came up with and call it a day
than migrate to DarkEyeDragon version if that is ready and has more features
technically i have everything to bring it back in 2-3 weeks i'd say
oh, okay, i see, we have only one pre-existing drill, the other ones are blueprint-locked, and both the steam vents and the drill will be destroyed by unstable cores.
which means the only possible way to survive is to evacuate the crater to a place were aquifer drills are still present ๐ค
unless the map change there should be 3 usable aquifer drill points after the explosions
the bigger issue for wb is you cna't shower in stored water ๐
do you have a link to what he's doing ?
i don't want to have people fighting over who does what
but ultimately anything goes
only had some random short exchanges. an he made it to textures at least #๐คmod-creators message
these are the 3 remaining aquifers in the crater on the version of the map I played
oh, ah, yeah i remember. i don't want to talk ill, but hasn't he been poking at thisn for nearly two years without ever completing it ? ๐ฌ
what about those ?
oh yeah but they're outside the crater so that's endgame ๐
once you get out of the crater you're sort of ok. there's some bomb danger but you shoudl survive
i wonder if i can make the ancient aquifer drills be a building that drops an aquifer drill blueprint once you destroy it ๐ค
although that would dramatically change the maps difficulty
Don't let me stop you from making your own thing. I'm still far off from anything actually playable. My mod would essentially be an entire overhaul of the game
It's a free world. And I would be happy to see what you come up with
i see. ๐
well it's also for the sake of limiting player confusion if several mods attempt doing the same thing that's not optimal
basically the gist of it was to have 4 seasons, each affecting the chance and length of wet/drought/badtide seasons. with the addition of luke's custom rain or flood season iirc
well, i can migrate it later or we merge some fun features 
i'll make mine ready. and we see
it's also mostly thought for playing with this faction, since a full playthrough roughtly takes ~80 cycles
and we wouldn't want the seasons to change too fast
but that can be tweaked depending on the factions
In my version seasons would be fixed length like real life. And in the season you have weather events like floods and droughts and maybe other things based on the season they are in. Getting longer over time like vanilla does
Finding an optimal length for those seasons is hard though
The alternative is to scale them and make them dynamic based on those weather events making spring and autumn shorten over time
hmm...i see. we were going for 20 cycles per seasons (unless we count in days directly?๐ค) , with some overall effects like plants growing faster in spring, slower in autunm, less water in winter etc.
it's kind of meant to accompany the faction tech progression, winter is going to be super hard, but at the same time by then you probably are researching nuclear power which gives extra water
but i think we can get on it with @radiant arch version and think later
i still believe making them more or less 'fixed' by number of days would work better somehow
Yeah. My mod will def not be faction specific either. So i need to keep all factions in mind when balancing this. You guys do whatever you want honestly. Don't let me stop you ^^
thanks !๐
okay, now comming back to the automation, the most important buildings we want are :
-
Depth sensor
-
Pollution Sensor
-
Weather Station
-
Ressource Counter
-
Relay, but in what shape ๐ค
everything else is somewhat secondary, correct ?
secondary but not entirely least concern :
- Flow sensor
- Power Sensor
๐ค
you need a relay to do NOT for most of those I think
really ?
eg. weather station will go ON when badtide, you need a not to close a gate or turn off a building etc.
otherwise you can only turn them on during badtide ๐
can't it be set to "on" during wet season ?
yes, but you can't turn them on in wet AND drought for example
to avoid beavers pathing through badtide, which is partly the point
hmm...
is there situations in which the sensors do not work ? like the building is paused, flodded, requires science etc ?
the sensors have no employees they're fully automated. none I've used have any requirements at all
I've not had any give the flooded state. I use lots underwater, but not every type
is it watertight? / blocking
yes, it's meant as a variation on the water pump wall upgrade
although to be honest, i'm tempted to just keep the depthgauge and make it glow when on
oh, that's awesome! hoped feared it would be a levee
could make the contamination sensor an upgrade to it even?
(i like the visual of the depthgauge)
if they turn red, it's bad?
presumably ๐
(they likely won't actually turn red ๐ค)
but the idea is that the sensor is a bunch of cabbages dangling in the river. they determine how polluted it is by looking at the cabbages ๐ซก
(i'll likely have it consume cabbages too)
problem is that in order to not have "magic" sensors who "just sense things" i have to make them into a pipe from the water pump scripts
looks fancy
only my brain is having trouble with the fastening holding the top - would seem wobbly?
might rather hold the middle (flipping it)?
now, that works too
well, erm..
weird brain haha
dynamite???
oh, placing things below makes it weird?
yeah
but whatever
i...guess i could improve it, but there would always be situation that make it weird
next i'll try to have the red thingie move up and down it i can
from the gauge
a nyway, gotta go
!
beavers had too much wine... not my fault
it's Timberpunk2 apparently the hardest map in existence at the moment
ok, ty
Why it be shining awkwardly?
is that a house too?
Is it ? What do you mean ?
The white walls are not matching the normal pump wall....
No. A piece of water pump upgrade
good thing i don't have the end peices researched, that would have been science wasted
That's not necessarily going to replace them, just fits in the same position
quite happy about my first attempt, 15 cycles in place is stable and can basically run forever without the help of the great white pointer in the sky ๐คฃ
was the faction nerfed ?
I don't think so ๐ค
You're just pretty used to it ๐
tought it'd be much harder after 2 years not toutching it, guess it's back to hard mode 
think i'll continue with this run a bit to mess around with all the new stuff ( and of course complain about stuff not beeing there like the free science from the treb)
i feel like the new waterfall map is also much easier then the old one, like peek new player friendliness achieved
The evaluation team just reported the mysterious object was "well-lit".
But they are currently unavailable for comment until they return from their vacation in Happy Fun Land
I imagined it would be nice and clearly visible like that, but I can make the lamp indicator be just a larger than usual window is people prefer that ๐ค
The description of this map mentions bad tide will be trouble because of poor drainage. This is two full days after bad tide ended. I'm not sure that WhitePaws are even (realistically) capable of blocking off the water on the second side.
The map isn't even operating at full liquid production yet.
By day 4 the last of the bad water from the under-caverns has been forced into my vanity signature (you can see bits of blue in the letters) and is working its way up to the long lake.
maybe instead of carps i should play with making piranhas for your fish tank??
/laughs! Bad Water piranhas?
just so the beavers not feel lonely when all the plants are gone?
area effect of 'bite marks' ?
I have that bomb that can be beaver triggered, but I'm not ready to try to open up the under-caves. They have a lot of pressure.
make a waterproofed chamber, stock food for a lifetime and try just for fun?
There is a high-water drain near the lake. So anything on the upper plateau will survive it. Normal drains are -10 each. (level 14)
Overflow drains are -66.6 each on level 17 above the main drains.
That (or lower) happens to watch the level I put my district center and most of my civilization.
would take a cycle or two to recover?
Contamination is still 17% at the start of day 11.
might not vanish in time for the next one
I need a stream gauge on the second side. It still looks very red, but rice and lotus are growing fine.
can still be deadly for population when they grow
almost lost my settlement to this on one of your older maps
Yeah. I am expecting a lot of sick beavers.
In Day 14, contamination had dropped to <= 10% and the dam closed. Then, in the middle of the night of the water canons kicked in.
Stream gauge built. The rice and lily fields are at 22% right now.
This can help keep the workers out of the fields until it is "safer".
Is there a reason the paper mill isn't flippable?
Cycle 24 is coming to an end and our population has not yet bounced back. 
I know most of the triangle-roof stuff isn't because it breaks the upgrade stacking
No clue on that one.
@radiant arch You inspired this solution.
-
Dynamite to the bottom. The undercaverns will be unbreeched and the surface will be safe from the pressure.
-
build P&L houses all the way down.
-
tunnel form the bottom P&L house to the undercavern.
-
boom again and break the tank.
One spot where WhitePaws will be easier than the other faction I believe.
I'll need some sort of underwater passthrough for the others... Luke has one. His airlock mod.
underwater passthrough is also easier for the whitepaws than most - you just have the pass-through lodge (or double-door pit&ladder)
Yes and no. You can't put a roof on a P&L so you have to be very careful with palcement.
But with the lodges being all waterproof just a regular opening will be enough. Wont need a true passthrough in this case.
Oh! WhitePaws also have the 2x3x1 pass-through lodge. I forget about it all the time.
I made it down! 5 dynamite left and no nitro to make more. /laughs
you can see a few on this, ( today on memory lane) ๐
It was before my time (with this mod) so I wouldn't recognize it.
( that's 1000 island, if curious)
the blue, yellow and punk balloons together ( like bottom mid of the image) is what we are refering too for the buffet
cool
the ftuiy bar is about the size of the mega sawmill and had a dancehalll included
wow
The P&L tower to the bottom will require 14 liquid storage houses, for the height. that's 84 more beavers just existing.
I guess technically I could do a single story at the bottom and then a tall ladder up. At least until buildings can flood again.
I can't trust @shell fiber to NOT fix that, so I better make the whole tower. ๐
lol, tell me about it, he locked the builder's hut behind breaking the kart just because i wanted to not destroy the kart
/chuckles
I have triggered such reactions, especially when I was still learning the faction in U7.
I need to stop planting trees in the floodplain. Only quickly recovering crops like sunflowers. (My beavers promise me it isn't for making more dynamite. Not sure I believe them.)
don't trust those little guys, they'll blow stuff up before you know it
I know. Little furry sappers!
I hope this is a 1-off fluke...
70ยฐ canon triggered it.
Is there a waterpoof block (land, levee, etc) right above the landing point?
The canon was set for bad water. The one set for good water is fine.
Because there's a crash in the base game that a lot of these custom models risk exposing - mechanical pumps seemingly dump water one block "above" their outlet voxel (presumably so it falls into place). And if that is waterproof, it can't figure out what to do
the base game's model makes occupies that square and make it impossible, but Knatte's pumps, etc have long had this problem, and I think the water cannons are also reskinned mechanical pumps that just have a cooler animation
This is a different bug. I can't set the outflow height with where I am trying to place it. Experementing....
Ok. The MutableWaterColumnRetriever.GetColumn just looks a lot like that crash
it is hitting the ceiling of the cavern and breaking. The one further back seems fine.
Gonna have to switch to the 45ยฐ and eat up more farmland.
Here the the point of collision.
A 45ยฐ further back looks like it will be okay.
@shell fiber This is a nit pick and you can tell me to go kiss a goat if you don't want to change it (or can't change it), but shouldn't that water be red? ๐
fixed the elusive valve house crash, caused by flipped versions of the building. the building is non-flippable until the issue in the game code is fixed.
Hope that fix comes before we run out of water 
@shell fiber They are incuring into each other. I'll build a fence.
@radiant arch This is one of my dirty little tricks. I am manupulating the game mechanics to hide two new bad water sources behind this.
The 2 new good water activate on Cycle 27. day 66.
The 2 new bad water activate on Cycle 27 day 69.
This means the player will only have 3 days notification before the bad water starts! And that was me being nice. I was going to put the bad water on day 66.6 so the players had NO real warning at all. ๐
Nice! Just about got my P&L tower built to the under caverns. I was hoping to blast the tank before these activate. I think I'll make it. ๐ค
Sometimes I am not a cleaver as I think I am. ๐
I was showing my husband how this whole breaking the tank was going to work. So I saved the game then placed the dynamite in dev mode and set it off. NOTHING!
I built this on the bottom of the map. Can't place dynamie that low. It needed to be up 1 level to work right.
The second one will work.
@shell fiber Crazy idea of the day, a domesticated bramble that dies becomes a thors.... ๐ค
also, detailer?
In the past @shell fiber had said he didn't like the detailer then asked us if we really wanted one. If my memory is correct, none of us were too bothered about it. Though I think I was the one who brought it up, but just because of a "win" screen listing the number of tails decorated.
Now the I have a nice bright rainbow tail, I wouldn't mind a detailer. /laughs
thats...evil... bet he looks into it... haha
well, i want a revote, i wasn't ther ๐คฃ
that would be a HUGE bous to having those, they become water barrier like the ones the IT have to build, that is anything but evil unless you have a woopsie
My initial post: #1070709592176197642 message
Lapan's reply: #1070709592176197642 message
100% agree but as a steamer now i'd like to link that to my bot and snap the avatar of chat right there on the tail got all the path to accesss the avatar and bot, just neeed to link it to the tail thing ๐
Clearly, the way to get lapan on board with the detailer is to be more realistic about it
i could put a dick on a tail, final argument 
That argument would probably work against you.
i know ๐คฃ
getting a full-sleeve tattoo over an entire limb like that should take multiple full-day sessions, with substantial time and salve for healing in between.
The eventual bonus could be high, but there's lots of suffering to work through on the way there.
This ain't a carnival face-paint tent
Do we know if they are tattoos or waterproof dye?
The machanics look like an old silkscreen press to me.
so you get it done at the clinic by highly trained nurses?
(and since we seem to be making the ink from badwater extract, probably some bouts of contamination too)
No, you get it done at the badwater bucketing post with some sharpened scrap metal you brought. **Then **you go spend time at the clinic
Just sayin', if you want to overcom lapan's
mmeeeeeh...
You gotta work to your audience
Apparently things are different now. The player gets warned for both. ๐ญ
Welp... reloading... I need to wait for the above water sources to go live before doing this.
1 day lost. Not too bad
๐คฃ alright, that's clearly more lapan's style, at least for the "tier 1" of the tatoo and it's gonna look like nothing ๐คฃ
I did check. The tails are painted.
Napoleon billboard?
Plus you have to go barter at the artists lodge for to get stencil made of the image
Woaaah
Artists lodge does seem like a better place than my previous consideration for using RPG games
@shell fiber How much work would it be to make these stackable so our beavers can have taller and taller dams?
My beavers have finally survived to the age of giant trees and grapes. Time for giant beetle juice.
and giant dams?
well... that lake is deep. ๐
The 2x3x2 storage lodge houses 3 beavers. So does the 3x3x2 GMO... but it needs a working ENS.
I wanted to do the whole thing in primitive dams but they don't reach high enough.
would be cheating to not use houses ๐คซ
Alas, I have crossed the 500 mark.
The map needs another edit for (almost) purely vanity reasons. I need to fix the bomb position I was talking about earlier, and I need to add two more water sources to keep my vanity signature alive after blowing afore mentioned core. I'll make them strength 8 each to help encourage the player to blow the side of the tank. I am unsure when I want them live, however. No later than cycle 27... but should they come to life earlier?
@radiant arch as a fellow mapmaker, what counsel would you give?
sounds like a complex question. would need to see the map. and i never played with the new options yet.
what may work is making a weak one just to fill the signature and activate the strong one later?
cycle 27 .. on normal difficulty whitepaws that's industries time more or less?
Excellent idea!
it might be tricky, as your current effect of "coming doom" from the signature filling up is nice
but around 25th to 30th cycle is still fine to access abyss on a more difficult map imho
For -me- cycle 27 was starting giant sequoias and having compressed library books for second library and future ENS.
depends on map a lot. so i wont know. (likely i play rather fast too)
just assuming someone rushes through it would still work out without limiting the abyss lines imho
There is a deep ruin under this cap. Might be tricky to get water away from it.
The other 3 are in the undercaverns.
that's really sweet of you to add one on top!
Gotta give the player some hope.
I also like putting in those cap structures, even if there is nothing under them.
(But usually there is something)
i like those details too
mix of "hey, there's been something before here" and treasure hunting
I almost never make a map that doesn't show signs of pre-extinction humans.
Now with the new goodies I want signs even more.
I'm not saying it should be done, but CAN brambles be made immune to bad water?
Something in here perhaps?
technically could.. could increase their tolerance to forever easily (like the drought resistance) but not make them immune per default
(immune = continue to grow)
wouldn't be that difficult to make a harmony patch for it though, i guess
Fascinating. Part of me wants to see this done. But... oh the hate it will ferment.
could add vertical spread at the same time..
deep red bramble filled ocean between your beavers and abyss? sure! only takes a week and they got you covered!
yes yes yes!
ahem... I mean, what an intriguing idea.
ever since a found this mod I wanted this to be able to come true:
If I were redesigning them, I'd actually double or triple their growth in bad water, as well as add universal vertical spread to them.
actually should be a fun evening task to script ๐ค the growth boost.
never looked at vertical spread, but i guess someone did this before and could try and upgrade their code
just.. rn i'm making pointless carps to spawn out of decorative water plants and poop on boost some water crops around them..
i'd wonder how pointless that is to the game already..
would you think people would like them enough to share this?
The fish or the brambles?