#Water Beaver Overhaul

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still frigate
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Not just lidos either.

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People link infinity pools; my beavers get In Der Ground pools!

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And did you note that population? Still (just) under 500!

radiant arch
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i not knew they could be underwater ?? odd

still frigate
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I have had them 4 or 5 deep.

radiant arch
still frigate
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It forces me to keep stuff together.

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I'm up to 72 happiness

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I am so glad this map has a lot of deep ruins. One is not enough!

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In testing this map I still haven't done anything in this back corner.

radiant arch
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sooo much rock!! sooo much possibility!!!

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always want at least 3 abyss mines to get things really rolling

still frigate
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And I made this map in less than a day! (I was inspired)

radiant arch
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awesome!

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when i'm big and rich i'll buy a good PC just to play that haha

shell fiber
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Ah right, I forgot

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No the texture to fix was only in the main mod

shell fiber
still frigate
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They -all- have what they need! I should not be struggling to keep up with gear production.

radiant arch
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using abyss factory?

cloud flax
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Was just bout to say lol

still frigate
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No, I need another degree in hoomanities

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You might see me in dev mode a lot, but that's just to check stuff out. I'm -actually- playing this.

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Two of my ENS are busy. Time to reactivate the 3rd one. Am I finally gonna need ENS #4???

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I've got one space left on this one. #2 is over by my ENS campus.

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I haven't done an overview in a while...

still frigate
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niters all

radiant arch
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good night

cloud flax
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Night!!!

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Wait it's the sleeping time here in India lol... You really be living in different time zone hahaha

still frigate
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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.

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Also time for nuclear batteries it seems.

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@shell fiber Can you make it so that newly built batteries have zero charge and have to be charged up?

still frigate
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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???

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Reloading without smart power and it is happy.

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Reactivated the smart power mod and reloaded and it is still happy. WTF???

livid zephyr
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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

still frigate
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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.

livid zephyr
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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

still frigate
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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?

livid zephyr
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think i tried the 1 leading up to, and the 1 hiddin inside? the building

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if you have the hospital building built at least

still frigate
livid zephyr
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think i just kinda ended up assuming since it ends up with that weird configuration with that shaft inside that building...๐Ÿ˜‰... 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

still frigate
livid zephyr
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nice change i guess

still frigate
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Weird. It has happened again but there is plenty of power and batteries are nearly 50%

@shell fiber Any thoughts?

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@livid zephyr I replaced the "hidden" shaft with a universal power shaft and it started working.

livid zephyr
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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

still frigate
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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.

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Still no giant logs. Removing smart power once again and testing.

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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.

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Adding smart power back in an testing the power cycle trick.

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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.

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I had to pause and unpause an assembly line for haulers to start bringing it stuff.

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And for the other bug... the hooman medical facility has lost power again, but the rest of the bayssal system has power.

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@shell fiber

Plenty of power available but the facility doesn't think so.

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removing power shaft and replacing it did not fix.
pausing and resuming did not fix.

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Sick and wounded are building up. This is becoming unplayable. ๐Ÿ™

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Well... maybe not unplayable... the clinics are picking up the slack.

still frigate
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I destroyed the medical attachment and let them rebuild it. It is working... so far.

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Unrelated: Am I right that it would take 30 clockwork sunflower farms to keep up with the hot nuclear press???

shell fiber
still frigate
shell fiber
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It doesn't particularly happen on save / load ?

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Just randomly disconnects ?

still frigate
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Random. But... it hasn't happened in a while. Very confused.

woeful sun
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Flywheels have zero charge when built. I have no idea if they have custom code, or if they reuse bits of gravity battery code.

still frigate
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Looks like my save corrupted. Third time in a row for the same error at the same index.

still frigate
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That block isn't directly touching water.

Ah-ha! I can trigger it by dev-mode completing my second abyssal mine.

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@shell fiber (see above) I dynamited that block and then dev-finished the mine and it was fine.

shell fiber
still frigate
woeful sun
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Myabe mine has a water blocker at that point, but not a free block requirement?

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So it tried to add a water blocker and found terrain in the way

still frigate
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Well... that makes as much sense as anything.

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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. ๐Ÿ˜›

still frigate
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He is another stuck one that I had to pause then resume in order for haulers to bring it stuff.

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@shell fiber The weird banana harvesting problem is back. /laughs

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And they are marked to cut.

shell fiber
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๐Ÿ˜ฅ

still frigate
still frigate
# shell fiber ๐Ÿ˜ฅ

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.

radiant arch
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thanks for figuring this one out! (if that is it)

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so it all depends on tree nursery reach alone?

still frigate
radiant arch
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would mean it's an edge case for it not to work? (you'd want them replanted anyway)

nova crescent
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@shell fiber Is whitepaws birthrate slower than folktails?

radiant arch
nova crescent
radiant arch
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depends on how those are distributed

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oh, and one most important limit: none of the involved beavers must have any critical need unmet

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(or any need critically unmet / negative? - not 100% sure which)

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they likely wont breed while dirty

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or hungry, thirsty, injured, contaminated, maimed, dead, ..

shell fiber
nova crescent
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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?

radiant arch
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the one with the chipped teeth wont breed. are the free beds in houses with at least two beavers?

nova crescent
radiant arch
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you might be unlucky

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maybe: any mod that could disable breeding?

nova crescent
cloud flax
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Ofc we be making them work 17-18hrs a day 7 days a week!!! Poor beavers need some beaverly working hours

shell fiber
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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 ?

cloud flax
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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)

radiant arch
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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

cloud flax
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Like the large farmhouse

cloud flax
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Either ENS or library might be a better candidate... Or just have a mega zipline junction building

radiant arch
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it's fine as is with the 3-way option, isn't it?

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already much more convenient than folktails

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or was the tower upgrade 4-way even?

cloud flax
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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...

shell fiber
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Well I see no reason to worsen this poor building of it's already kind of useless late game ๐Ÿค”

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So yes the question is that we should have a central hub, that is actually useful, rather than kick this one down

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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

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Although... Nothing prevents me from making it be both ๐Ÿค”

cloud flax
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A zipline DC would be coooool!!!

radiant arch
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4-way-zipline-center ๐Ÿ™‚

shell fiber
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The real question is : should I consider the possibility of the player wanting multiple weather stations as likely (ie worth bothering with) or not ?

shell fiber
radiant arch
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can always make the ENS it's own weather station?

shell fiber
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That's an option indeed

cloud flax
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Make weather station upgrade on ENS hehehehe

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I think there is a flat spot on one of the corners

shell fiber
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I'll have to make some proper plans for the automation

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Like I'm thinking the water depth and contamination sensor could be houses the same shape as water pumps

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So it just fits seamlessly ๐Ÿค”

cloud flax
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What happened regarding them being the water pump upgrades though

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Continentaly blocks them behind upgraded water pumps and makes people actually use those end piece segments

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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

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You can probably make a sensor house which has 4 slots in it and can place upto 4 counters/automation buildings in it maybe

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Like 4 upgrades over them

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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

radiant arch
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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

shell fiber
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i found some oddity in the power shaft of the hooman medical facility

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not clear if that's the issue, but could arguably confuse the game logic

shell fiber
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there was clearly some need for disambiguation so i changed this one like this

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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

shell fiber
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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 them๐Ÿค”

radiant arch
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that would seem a simple thing to add a new spec for?

shell fiber
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hmm... well in principle that should be an easy thing to do i would assume

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ah, well shit

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the game crashes when it can't find the property in the existing building

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i guess "scrap that idea" is by far the simplest option

cloud flax
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Can't use it as a fuel?

radiant arch
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it's no "good", so..

cloud flax
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Bubye our precious science dump ๐Ÿฅฒ

radiant arch
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i'll see if i can make a spec. that's something that should work somehow

cloud flax
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It could be that the recipe and the time can just be multiplied so that science becomes whole number...

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But then you won't get a cabbage every hour but like 24 cabbage every 24hrs

radiant arch
cloud flax
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Till that point I believe people should have had decent power supply and storage right? Maybe more use for the power automation:P

ivory fractal
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I found a few errors. @shell fiber

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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.

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Gargantuan tank missing English translation

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All three water wheels have the wrong text of the produced power. This is probably due to a change in the base game.

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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.

shell fiber
shell fiber
shell fiber
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but that has the advantage of not eating up science when the output is clogged / there is no logs for the reciepe

woeful sun
ivory fractal
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The upright variant did not work well for the hoomans, they all died. So beavers use it in a better orientation.

kind spire
wary panther
abstract vector
heavy lodge
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Disable Berries Are Delicious ! And, since when WhitePaws have berries ? I don't remember.

cloud flax
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There was berry juice! Cereal bars take berries! Berries is default first food, and what gatherers harvest

heavy lodge
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A, Ok, TY.

cloud flax
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There's too many things to remember in waterbeavers hahaha

heavy lodge
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YA, and if you have Emberpelts and LeafCoats, too, is overwhelming ๐Ÿ˜ฎ

ivory flicker
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Cant wait to jump in again after the 1.0 release

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With bombs unstable cores this time

heavy lodge
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will worth a try, since now rubble expires. Will be fun to demolish the broken cart and watch resources vanish ๐Ÿคฃ

still frigate
cloud flax
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Oh no!!! Please take care!!!!

cloud flax
shell fiber
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if the game is mostly bug-free currently, i'd like to complete the tutorial before 1.0 official release

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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

radiant arch
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which one? the small stone lantern?

still frigate
radiant arch
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haha, yeah, it's just as complex as the huge torii gate, yet soo small

still frigate
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Easrly modders for Cities Skylines would put out stuff with too many and eventually it would lag the game out.

shell fiber
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well you can use the decimate modifier

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or sometime "merge by distance" can be a fast way to reduce poly count

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but maybe making my own is going to be pretty quick

radiant arch
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likely

cloud flax
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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

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If it's gonna consume I hope more beavers can get access to it

radiant arch
shell fiber
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actually i was thinking of a more open style burner ๐Ÿค”

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but that's not bad either

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i slapped this together

shell fiber
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hmm... small problem...
there's no provision for a building that consumes a ressource to generate a wellbeing aura it seems

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so either it's just a decoration that is build once and then goes on forever

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either it's an enterable where beavers come to sniff some brainsalts once in a while

shell fiber
radiant arch
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i think it is very well matching it's purpose here haha

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yet i feel conflicted to see them like that

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intensity / colour of the light is a little too bright imho

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btw: you can use SimpleLights Spec from my script pack to add (night-only) lights too

shell fiber
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yeah i'm reducing the light emission alreday

radiant arch
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it can get tricky with that in close range - dimming the colour might work better at times

shell fiber
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someone should stand a little bit further away but otherwise seems good enough ๐Ÿ˜…

radiant arch
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oh, that's nice!

shell fiber
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i would need to rework the lighting system though, the particles appear when beavers are in, but the light is permanently there

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anyway, that's good enough to go back to the tutorial

livid zephyr
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3 beavers at 1 seems excessive? See how 2 right next to each other looks as is, is there weird overlap?

still frigate
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They aren't as closely packed as I would assume. I would expect a whole ring of them pushed shoulder to shoulder.

shell fiber
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wait, the floodgate dam didn't require metal blocks ? i thought it did

radiant arch
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never did iirc

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or maybe the blueprint did?

shell fiber
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neither apparently

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that might be an oversight, or some data loss long ago

radiant arch
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odd.. wouldn't make any much difference, yet sound more proper

shell fiber
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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 ๐Ÿ˜…

radiant arch
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pretty expensive looking still (and many many beaver roundtrips)

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does it need 150 logs? they fill it with that?

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i'm sometimes frustrated by it being slow to build, given i usually build it far-off to block stream early

cloud flax
radiant arch
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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?

cloud flax
radiant arch
shell fiber
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it's more...engineered ๐Ÿ˜Š

abstract vector
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@shell fiber I get a repeatable crash when I set the sluice house to 0.0 flow

woeful sun
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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).

ivory fractal
shell fiber
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quick note about that : i can't help but feel the sluice house should be in the "water" tab, no ?

shell fiber
shell fiber
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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 ๐Ÿ˜“

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I might put it back

radiant heart
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๐Ÿ‘€

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Noticed WB is "1.0" on the workshop, does it mean that the faction is now 1.0 compatible?

radiant arch
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plays pretty well outside random breaking updates to timberborn

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not 100% complete maybe, but close enough

radiant heart
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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

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nice, it works, just had some old U5 files cauzing issues, just mass deleted the folder and it works, YAY

still frigate
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I'm looking forward to testing automation when it is added to the WhitePaws!

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@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.

still frigate
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@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?

cloud flax
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How do I link a channel... Anyway there's a rappelling rope entry in mods

woeful sun
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Just copy the link to the channel, and paste it in to your message

radiant arch
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kinda want to push the decorations update today (remodelled stone lanterns, stone medium gate, fairy lights) done ๐Ÿ™‚
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

shell fiber
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fixed the FT crash due to the tutorial having being mauled beyond recognition

still frigate
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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?

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(I have no clue what the pmd reaction means)

radiant arch
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it's the one and only that fit for an answer - only pmduda would know ๐Ÿ™‚

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haha, that explanation gave me a rank-up !

still frigate
radiant arch
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top-level 'commenters' i guess!

still frigate
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๐Ÿคฃ

shell fiber
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i'm restructuring the tutorial to make it less "clicky"

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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

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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

shell fiber
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Basically I'm compacting several "one chapter, one mission, one task" into fewer chapters that have more missions

radiant heart
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can we get the shower tank back to "a thing for hard mode too plz" ?

shell fiber
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That means less branching freedom but whatever

shell fiber
radiant heart
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having to pack the water makes it not so hard mode friendly

shell fiber
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Oh barreled water went through the window

radiant heart
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yay

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been a bit since i tried to be up to date

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probably going diaorama, still not sure about hard mode tho

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it's the same issue as the new helix, berries will die unless lucky RNG

radiant arch
radiant heart
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i already did diorama, but nuclear and badwater were not a thing

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was micromanaging the swapping ballons to get what i needed

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or just waterfall for old time's sake

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idk, still have to decide

radiant arch
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it's a pain to do diorama now, with all the big buildings tbh

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certainly more fun to do a slightly bigger map

radiant heart
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unless lapan proves me wrong, the barrel shower is all my fault.... yup i'm the weirdo

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that was like back in U4

shell fiber
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well that took way too much time

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but now my filing and naming is clean ๐Ÿง

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just so that you be warned, the tutorial entries... might be slightly unhinged

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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 ๐Ÿค

still frigate
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quite appropriate for the flavour of this mod.

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@shell fiber @radiant arch Well, this answered my question.

#๐Ÿ“ขannouncements message

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If only pmd had been the one to post the announcement! LMFAO

shell fiber
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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)

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of course no one forces the player to actually read them

shell fiber
shell fiber
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Tell me if something is wrong ๐Ÿ‘

still frigate
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I'm still pretty sick so I'm only playing in short bursts. Right now sipping some hot orange juice to soothe my throat.

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One of only two hot drinks I can stand.

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Can't get the other at home and I'm not leaving my house. /laughs

The other is Ethiopian Coffee - full ritual style.

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I know, I have weird tastes. ๐Ÿ˜›

abstract vector
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I like hot bone broth when I'm sick

radiant arch
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agreeable taste

still frigate
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I don't like most soups so bone broth is out for me.

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Egg Drop soup with an ungodly amount of soy sauce I like.

still frigate
radiant arch
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it's surprisingly more popular than the decorations still ๐Ÿค”

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should work on it.. yet.. i want to make fun things rn ..

still frigate
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I like both.

still frigate
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@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.

still frigate
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@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.

radiant heart
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no more giant burried tanks? ๐Ÿ˜ญ those were awesome

still frigate
# radiant heart no more giant burried tanks? ๐Ÿ˜ญ 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.

radiant heart
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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

still frigate
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Understandable.

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I messed about a bit in U6 and deeply play-tested U7 and 1.0

radiant heart
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i started my break when 3D water came out, that was what, U5?

still frigate
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I -think- so.

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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. ๐Ÿ˜›

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That brought memories of Pharaoh.

radiant heart
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played when paths were not free?

still frigate
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That I don't remember, but perhaps?

radiant heart
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that was super early, can't remember maybe U1 but not sure at all

still frigate
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Yeah, I don't remember either.

radiant heart
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Not too bad after 3 cycles, still rusty but getting back slowly

still frigate
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Nice!

radiant heart
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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

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target remains the same, let's go gigadrills for free science with the trebs !

still frigate
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Good luck. ๐Ÿ™‚

radiant heart
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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

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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

still frigate
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Under food gathering, the florist.

radiant heart
#

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

still frigate
#

It is easy to miss. I missed it and I was here where Lapan was talking about it. /laughs

radiant heart
#

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

still frigate
#

No, there is not.

radiant heart
#

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

still frigate
#

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.)

radiant heart
#

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

still frigate
#

I try to keep under 500 for a long as possible.

woeful sun
#

6.1.8: No blueprints found for Buildings/Water/StreamGauge/StreamGauge.Folktails.blueprint.json

#

It moved to Buildings/Decoration/StreamGauge/ recently right?

still frigate
#

Not sure why, but yeah, it is in decorations.

woeful sun
#

oops, why am I running against 6.1.8 and not 6.2.1?

radiant heart
#

is there any automation included or gonna have to find back the streamgage automation mod thingny?

still frigate
#

I use Igor's automation. Lapan hasn't added 1.0 automation in yet.

radiant heart
#

not anywhere close to it anyway, also need to find back the one that saved power, smart power or something like that

still frigate
#

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)```
woeful sun
#

6.2.1: The Trebuchet recipes seem to be missing?!?

still frigate
radiant heart
#

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

still frigate
#

That script engine will do it.

radiant heart
still frigate
radiant heart
#

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

still frigate
#

Yeah. Counting Water Beavers, I'm running 42 mods right now. Much less than I normally would.

radiant heart
#

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

still frigate
#

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.

radiant heart
#

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

woeful sun
shell fiber
still frigate
shell fiber
shell fiber
shell fiber
# radiant heart

ohh, the poor forest, got clear-cut with no hesitation ๐Ÿ˜…

shell fiber
shell fiber
still frigate
#

@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?

shell fiber
shell fiber
shell fiber
shell fiber
still frigate
shell fiber
still frigate
# shell fiber in optimal conditions yes, i think one farmhouse quickly get overwhelmed with a ...

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.

shell fiber
#

eh, it's okay, the tutorial only ever instruct the player to build like... 2 farms ? of course they'll need more ๐Ÿ˜ˆ

still frigate
#

Of course. I have 4 plus 1 assist.

#

It just seems like bad advice to lower the priority of the mushroom tent.

shell fiber
#

but didn't the tutorial say to build a hauler before that ?

still frigate
#

Even if it did, I already had haulers by then.

#

I didn't have the mushroom tents prioritized by the haulers.

shell fiber
#

hmm... maybe i can advise the player to check that box then. but the deliveries should happen nevertheless

still frigate
#

I would have expected so as well.

#

But I never use the unmaned mechanic, so I have no experience with it.

shell fiber
#

ah

still frigate
#

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.

still frigate
#

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.

sullen cape
shell fiber
# still frigate <@542299373606928384> **tutorial question:** why all the small useless water? T...

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

sullen cape
shell fiber
#

i probably had forgot to nerf them when i removed the giant buried tank

cloud flax
#

I always go for pit tanks than the small tanks... Always found them better somehow idk

radiant arch
#

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 ๐Ÿ™‚

#

only learned through the tutorial that plank tanks actually are cost-efficient (still not sure about liking them, they not stack..)

cloud flax
#

Really?? Tbh I would still rather spend planks on something more useful cuz they be PITA to make early game

sullen cape
#

Me? Tank tank tank tank tank tank tank tank tank
Oh and some food storage

cloud flax
#

Once I get couple of rudimentary sawmill, I don't mind but not before that for sure

still frigate
#

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.

shell fiber
still frigate
#

@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

radiant arch
#

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.

still frigate
#

@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)

radiant arch
#

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

still frigate
#

I'll boost the bad water source up to strength 2 then.

ivory fractal
#

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.

ivory fractal
# shell fiber hm... looking at the numbers, i think you're right, they either should cost more...

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.

shell fiber
# ivory fractal The water tank increases the capacity of stored water. The liquid storage lodge ...

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. ๐Ÿค”

#

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

abstract vector
cloud flax
#

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

radiant heart
radiant heart
ivory fractal
# shell fiber That's really a playstyle choice, you can see more population as a cost, but it'...

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.

radiant heart
#

future planning by having stuff with no roads to the center isn't cheating... ๐Ÿคฃ, right?

abstract vector
#

Remember that zip lines are in water beavers now

radiant heart
#

don't even want to look at how much rope those will need, will keep that as a surprise for future me

ivory fractal
radiant heart
#

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 )

ivory fractal
#

Without demolishing the expedition cart, you have very limited options. Most technologies are inaccessible.

radiant heart
#

exactly, it was the idea to see how far it can go

#

basically scavenged all possible scrap and random trees on lemon canyon

thorn dune
#

unemployed beavers get plank gnawing duty.

radiant arch
#

and axles gnawing! always want a stack of 100s of those haha

thorn dune
#

of course, just in case ๐Ÿ™‚

still frigate
#

@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.

woeful sun
#

yea, and the stacktrace doesn't give enough context as to what triggered the modification that's failing

still frigate
#

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. ๐Ÿ™‚

radiant heart
#

@shell fiber Where is my balistic study science ? REEEEEEEEEE

#

( with mush love but stil REEEEEEE )

still frigate
#

additional crash note: It only crashes on ZERO flow. A flow of 0.05 and it is fine.

woeful sun
#

as it seems to be water related, I'd guess TimberCommons?

radiant arch
#

might be the map itself (or weird objects on it / occupations / dunno)

#

13 columns on one tile?? is that a very high map?

woeful sun
#

No map should be able to crash the game like that

still frigate
radiant arch
#

but they involved building on the upper-most layer usually and mis-registering that height

still frigate
radiant arch
#

hmm... i don't know ShrugFT

still frigate
#

And it only triggers on zero flow. Like I said, 0.05 is fine.

radiant arch
#

that's what the error says, yes. only on flow

still frigate
#

I love the flavour text in these, like this.

still frigate
#

What is a waterpump upgrade board???

woeful sun
#

Billboards?

still frigate
#

Ah! Probably

woeful sun
#

timbertrees puts them between the Artist Lodge and the Copyist Lodge, but that can't be right, can it?

radiant heart
#

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

still frigate
#

@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...

radiant heart
still frigate
#

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

woeful sun
#

I tried creating a twitch account, but the two common names I used for online stuff were both in use ๐Ÿ™ (and so is my 3rd backup, ugh)

still frigate
radiant heart
still frigate
#

My tremors cause me to make a lot more typos than I used to.

still frigate
radiant heart
#

the more you know ๐Ÿ˜›

still frigate
#

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)

radiant arch
#

close, but they not yet launch (sadly)

still frigate
#

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.

radiant heart
#

@still frigate would you plz get food and keep pumping?

still frigate
#

There are few beaver problems that gears, planks, and dynamite can't solve!

radiant heart
#

carefull @radiant arch found you too beeing a slacker, gonna have to crack that whip

#

leaky bath?

still frigate
#

@shell fiber Was this perhaps aimed at me? ๐Ÿ˜›

shell fiber
#

Very easy to fix

shell fiber
shell fiber
shell fiber
still frigate
still frigate
#

Even set to zero, water still flows freely through it.

radiant arch
#

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)

still frigate
radiant arch
#

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

still frigate
#

water passes freely through at either extreme.

radiant arch
#

odd

#

i'm mostly confused and should not have commented on this. please ignore me today ๐Ÿ™‚

still frigate
#

It's all good

#

And yet one more of Luke's mods added! /laughs

+RubblePlzNoExpire

shell fiber
#

I need to test more

still frigate
#

@shell fiber I have completed my run through the tutorial. ๐Ÿ™‚

#

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

heavy spruce
#

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 tickโ€ฆ

#

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 mapโ€ฆ

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!

thorn dune
#

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

ivory fractal
# heavy spruce is automation coming to WB?

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.

cloud flax
#

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...

โ–ถ Play video
radiant heart
#

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

still frigate
#

I start with a lot then lower to 1 or 2 for maintianing.

radiant heart
#

@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

#

๐Ÿ˜›

still frigate
heavy spruce
still frigate
radiant heart
#

all those ropes and don't need them for the balloon? how does it hold to the basket? unicorn magic glue?

shell fiber
#

Aren't they part of the balloon item recipe?

shell fiber
thorn dune
# heavy spruce thats what im looking for, a medium sized challenge map with limited water, some...

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 ๐Ÿ˜‰

still frigate
thorn dune
#

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?

still frigate
#

I had beaten it as LeafCoats I believe, so I had unlocked alternate start. I found one that I survived. /laughs

thorn dune
#

haha! yes the far corner is pretty safe

still frigate
#

See the patch of sequoias on the right? I started near there but on the plateau.

#

Earlier stages of that colony:

radiant arch
still frigate
#

Oh, it had its bad times. Some nearly wiped me

still frigate
#

Two bad tides back-to-back are wreaking havoc on this one.

#

My poor chestnut trees

radiant arch
#

the brambles seem happy ๐Ÿค”

still frigate
#

The other side is flooded

still frigate
radiant arch
#

that's a nice map design! easy to see everything, hard to guess what can go wrong ?

still frigate
#

I brought water to the wasteland at the top. Once I cut some more dead out I'll make a chestnut grove up there.

still frigate
#

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.

radiant arch
still frigate
#

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.

thorn dune
radiant arch
thorn dune
still frigate
#

@radiant arch @shell fiber Did you know brambles could override the replant order of a lumberjack if they hadn't done it yet???

still frigate
still frigate
radiant arch
#

usually marking a field for planting / crop worked..

still frigate
#

Marking works to keep them at bay but not

radiant arch
#

oh. that did work on unmarked tiles too?

#

never knew. always marked them for planting, but not cutting

still frigate
#

These are pines for resin so they weren't marked for cutting. They were killed by bad water.

radiant arch
#

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

still frigate
#

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.

radiant arch
#

yeah, it's tricky to combine those without marking tiles

still frigate
#

I was avoinding fences to save land. /laughs

radiant arch
#

if they not get contaminated path can work to limit the berries

thorn dune
#

yeah I use paths to stop things spreading into brambles

radiant arch
#

gotta protect the brambles! WorkHardFT

still frigate
#

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.

thorn dune
#

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

still frigate
thorn dune
#

yes, very well known for early factorio mods

still frigate
#

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.

shell fiber
shell fiber
shell fiber
radiant heart
radiant heart
wary panther
#

whitepaws 1.0 says missing required mod: "Tobbert.Ladder" in the in-game mod manager, but doesn't list the dependency in steam workshop...

shell fiber
#

thanks ! i just added it
it's not actually vital thankfully,

shell fiber
#

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 ?

radiant arch
#

haven't had time to play all week SadFT

shell fiber
#

oh, right there was the roof of the sluice house

still frigate
#

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.

shell fiber
#

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 ๐Ÿค”

radiant heart
shell fiber
still frigate
#

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...

shell fiber
#

i really wonder what the hell is going on, but with that i'll probably be able to debug it, thanks !

still frigate
#

it does still crash even after verifying game files.

radiant heart
#

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 ๐Ÿคฃ ( seems broken atm but sure will want to try and smack that in )

ivory fractal
shell fiber
#

Ooohh, i forgot to try this ๐Ÿ˜ฑ

cloud flax
radiant heart
radiant arch
#

the ropes too

#

all made for WB first

radiant heart
#

aren't we supposed to get a free metal cauldron from the kart?

still frigate
#

yes.

#

Mine always end up in the basic paper maker until I have unlocked factories to make more.

radiant heart
#

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

still frigate
radiant heart
still frigate
#

Done that

woeful sun
#

oooff, that's a new soft-lock.

#

Can the district center store stuff that has to go into glorious storage?

wary panther
#

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?

radiant heart
#

as far as i can tell wounded are doomed untill you get a way to treat them

#

( that dam basic balm)

radiant heart
woeful sun
#

Either that or...

radiant heart
#

you do you, i'll just judge in silence ๐Ÿซฃ

wary panther
#

Earned. Happy Fun Land(tm) is under construction. We just can't support 20 invalids with 14 healthy workers

radiant heart
#

lol, i get the feeling

#

as much as i want to push for growth, the medicare gonna have to come before

radiant heart
#

@shell fiber Nope, no ropes on the ballon unless it's a "hidden feature"

heavy spruce
shell fiber
shell fiber
radiant heart
# shell fiber

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

shell fiber
radiant heart
#

i can't find the lemonade stand, was that removed too?

cloud flax
#

Yep

radiant heart
#

๐Ÿ˜ญ just the description was hillarious

#

and the baobabs were cool too

radiant arch
#

never seen the baobabs..

#

lemonade stands been in separate mod for U7 still

#

same with lemon trees

cloud flax
#

Beavers coming and sitting under it's shade

#

Taking generations of care and beaver love to grow

radiant arch
#

why no more?
(as much pain it is to make a simple tree even)

cloud flax
#

Toooo many models and too less utility iirc

radiant arch
#

could have hung lanterns into the branches..

radiant heart
#

that tent was awesome too

radiant arch
#

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

radiant heart
#

that's where the deluxe stew was made

radiant arch
#

the stew source is much fancier nowadays. plus ingredients updated too

radiant heart
#

RIP Giant tanks ๐Ÿ™ i'll leave that here for future generations to enjoy

#

(trying to dig out a screen cap of the baobab)

radiant heart
radiant arch
#

wow, those are cool!

radiant heart
#

iirc they were like 200 logs if you chop them down or could harvest water from them with a ???

radiant arch
#

nice use of bridges too!

radiant heart
#

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

radiant arch
#

yeah, that's still the norm for me on medium sized maps..

#

thanks for digging out old pics of this mod!

radiant heart
#

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

radiant arch
#

i wont mind some more spamming ๐Ÿ™‚

radiant heart
#

wonder how high it can go now

radiant heart
#

probably the hardest run i did with the WB

#

the nuclear power was something else too

radiant arch
#

that looks insane!

#

and fun!

radiant arch
cloud flax
radiant heart
wary panther
#

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.

radiant heart
#

@shell fiber think we are missing some vital tools....

woeful sun
#

heh, you got Punked?

radiant heart
#

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?

livid zephyr
#

And here I am, happy to be able to do normal on the old speak mountain map that has some bad water added in...

radiant arch
# radiant heart ?

everblossoms are 1 tile bigger than oaks they replace, so they can change map or vanish on new game

thorn dune
shell fiber
shell fiber
#

what the hell is this map ? there doesn't seem to be a drop of clean water ๐Ÿค”

shell fiber
#

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 ๐Ÿ˜‰

thorn dune
shell fiber
#

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 ๐Ÿ˜…

shell fiber
#

what happens then actually ? it just vanishes and the drill remains but inactive ?

thorn dune
#

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 ๐Ÿ˜„

#

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

shell fiber
thorn dune
#

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

shell fiber
#

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 ๐Ÿ˜…

radiant arch
#

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

shell fiber
thorn dune
#

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 ๐Ÿ˜…

shell fiber
#

i don't want to have people fighting over who does what

#

but ultimately anything goes

radiant arch
#

only had some random short exchanges. an he made it to textures at least #๐Ÿค–mod-creators message

thorn dune
shell fiber
#

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 ? ๐Ÿ˜ฌ

thorn dune
#

oh yeah but they're outside the crater so that's endgame ๐Ÿ˜„
once you get out of the crater you're sort of ok. there's some bomb danger but you shoudl survive

shell fiber
#

i wonder if i can make the ancient aquifer drills be a building that drops an aquifer drill blueprint once you destroy it ๐Ÿค”

#

although that would dramatically change the maps difficulty

lament axle
#

It's a free world. And I would be happy to see what you come up with

shell fiber
#

i see. ๐Ÿ˜Š
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

radiant arch
#

well, i can migrate it later or we merge some fun features ShrugFT

#

i'll make mine ready. and we see

shell fiber
#

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

lament axle
#

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

shell fiber
#

hmm...i see. we were going for 20 cycles per seasons (unless we count in days directly?๐Ÿค”) , 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

radiant arch
#

i still believe making them more or less 'fixed' by number of days would work better somehow

lament axle
shell fiber
#

thanks !๐Ÿ˜Š

#

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 ๐Ÿค”

everything else is somewhat secondary, correct ?

#

secondary but not entirely least concern :

  • Flow sensor
  • Power Sensor
    ๐Ÿค”
thorn dune
#

you need a relay to do NOT for most of those I think

shell fiber
#

really ?

thorn dune
#

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 ๐Ÿ™‚

shell fiber
#

can't it be set to "on" during wet season ?

thorn dune
#

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

shell fiber
#

hmm...

#

is there situations in which the sensors do not work ? like the building is paused, flodded, requires science etc ?

thorn dune
#

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

shell fiber
#

hmm... about what i expected

#

i'm going for somethign like this for the depth sensor

radiant arch
#

is it watertight? / blocking

shell fiber
#

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

radiant arch
#

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)

shell fiber
#

BEHOLD !

#

the Whitepaws Contamination Sensor :

radiant arch
#

if they turn red, it's bad?

shell fiber
#

presumably ๐Ÿ˜…

shell fiber
#

(they likely won't actually turn red ๐Ÿค”)

#

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 ๐Ÿซก

#

(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

shell fiber
radiant arch
#

looks fancy

#

only my brain is having trouble with the fastening holding the top - would seem wobbly?
might rather hold the middle (flipping it)?

shell fiber
#

hurray !

#

the bottom is touching the floor properly

radiant arch
#

now, that works too

shell fiber
#

well, erm..

radiant arch
#

weird brain haha

shell fiber
radiant arch
#

dynamite???

shell fiber
radiant arch
#

oh, placing things below makes it weird?

shell fiber
#

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

#

!

radiant heart
radiant heart
cloud flax
radiant heart
shell fiber
cloud flax
#

The white walls are not matching the normal pump wall....

shell fiber
radiant heart
#

good thing i don't have the end peices researched, that would have been science wasted

shell fiber
radiant heart
#

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 ๐Ÿคฃ

#

was the faction nerfed ?

shell fiber
#

You're just pretty used to it ๐Ÿ˜‰

radiant heart
#

tought it'd be much harder after 2 years not toutching it, guess it's back to hard mode BeaverDabbing

#

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

wary panther
#

But they are currently unavailable for comment until they return from their vacation in Happy Fun Land

shell fiber
#

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 ๐Ÿค”

still frigate
#

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.

radiant arch
#

maybe instead of carps i should play with making piranhas for your fish tank??

still frigate
#

/laughs! Bad Water piranhas?

radiant arch
#

just so the beavers not feel lonely when all the plants are gone?

#

area effect of 'bite marks' ?

still frigate
#

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.

radiant arch
still frigate
#

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.

radiant arch
#

would take a cycle or two to recover?

still frigate
#

Contamination is still 17% at the start of day 11.

radiant arch
#

might not vanish in time for the next one

still frigate
#

I need a stream gauge on the second side. It still looks very red, but rice and lotus are growing fine.

radiant arch
#

can still be deadly for population when they grow

#

almost lost my settlement to this on one of your older maps

still frigate
#

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".

wary panther
#

Is there a reason the paper mill isn't flippable?

still frigate
#

Cycle 24 is coming to an end and our population has not yet bounced back. SadIT

wary panther
#

I know most of the triangle-roof stuff isn't because it breaks the upgrade stacking

still frigate
#

@radiant arch You inspired this solution.

  1. Dynamite to the bottom. The undercaverns will be unbreeched and the surface will be safe from the pressure.

  2. build P&L houses all the way down.

  3. tunnel form the bottom P&L house to the undercavern.

  4. 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.

wary panther
#

underwater passthrough is also easier for the whitepaws than most - you just have the pass-through lodge (or double-door pit&ladder)

still frigate
#

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

radiant heart
still frigate
#

It was before my time (with this mod) so I wouldn't recognize it.

radiant heart
#

( that's 1000 island, if curious)

radiant heart
still frigate
#

cool

radiant heart
#

the ftuiy bar is about the size of the mega sawmill and had a dancehalll included

still frigate
#

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. ๐Ÿ˜›

radiant heart
#

lol, tell me about it, he locked the builder's hut behind breaking the kart just because i wanted to not destroy the kart

still frigate
#

/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.)

radiant heart
#

don't trust those little guys, they'll blow stuff up before you know it

still frigate
#

I know. Little furry sappers!

#

I hope this is a 1-off fluke...

70ยฐ canon triggered it.

wary panther
#

Is there a waterpoof block (land, levee, etc) right above the landing point?

still frigate
#

The canon was set for bad water. The one set for good water is fine.

wary panther
#

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

still frigate
#

This is a different bug. I can't set the outflow height with where I am trying to place it. Experementing....

wary panther
#

Ok. The MutableWaterColumnRetriever.GetColumn just looks a lot like that crash

still frigate
#

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? ๐Ÿ˜›

wary panther
#

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.

DamFT Hope that fix comes before we run out of water Stranded

still frigate
#

@shell fiber They are incuring into each other. I'll build a fence.

still frigate
#

@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. ๐Ÿ˜ˆ

#

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. ๐Ÿคž

#

Sometimes I am not a cleaver as I think I am. ๐Ÿ™

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.

radiant heart
#

@shell fiber Crazy idea of the day, a domesticated bramble that dies becomes a thors.... ๐Ÿค”

#

also, detailer?

still frigate
# radiant heart 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

livid zephyr
radiant heart
radiant heart
still frigate
#

My initial post: #1070709592176197642 message

Lapan's reply: #1070709592176197642 message

radiant heart
#

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 ๐Ÿ˜›

wary panther
#

Clearly, the way to get lapan on board with the detailer is to be more realistic about it

radiant heart
#

i could put a dick on a tail, final argument DamFT

still frigate
radiant heart
wary panther
#

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

still frigate
#

Do we know if they are tattoos or waterproof dye?

#

The machanics look like an old silkscreen press to me.

radiant heart
wary panther
#

(and since we seem to be making the ink from badwater extract, probably some bouts of contamination too)

still frigate
#

Flood time!

#

Worked as hoped!

#

The side is breeched!

wary panther
#

Just sayin', if you want to overcom lapan's

mmeeeeeh...
You gotta work to your audience

still frigate
#

Welp... reloading... I need to wait for the above water sources to go live before doing this.

#

1 day lost. Not too bad

radiant heart
still frigate
#

I did check. The tails are painted.

radiant heart
#

Napoleon billboard?

wary panther
#

Plus you have to go barter at the artists lodge for to get stencil made of the image

still frigate
#

Paused at a cool moment.

cloud flax
#

Woaaah

cloud flax
still frigate
#

@shell fiber How much work would it be to make these stackable so our beavers can have taller and taller dams?

still frigate
#

My beavers have finally survived to the age of giant trees and grapes. Time for giant beetle juice.

radiant arch
#

and giant dams?

still frigate
#

well... that lake is deep. ๐Ÿ˜›

#

The 2x3x2 storage lodge houses 3 beavers. So does the 3x3x2 GMO... but it needs a working ENS.

still frigate
#

I wanted to do the whole thing in primitive dams but they don't reach high enough.

radiant arch
#

would be cheating to not use houses ๐Ÿคซ

still frigate
#

Alas, I have crossed the 500 mark.

still frigate
#

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?

radiant arch
#

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?

still frigate
#

Excellent idea!

radiant arch
#

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

still frigate
#

For -me- cycle 27 was starting giant sequoias and having compressed library books for second library and future ENS.

radiant arch
#

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

still frigate
#

There is a deep ruin under this cap. Might be tricky to get water away from it.

The other 3 are in the undercaverns.

radiant arch
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that's really sweet of you to add one on top!

still frigate
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Gotta give the player some hope.

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I also like putting in those cap structures, even if there is nothing under them.

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(But usually there is something)

radiant arch
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i like those details too

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mix of "hey, there's been something before here" and treasure hunting

still frigate
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I almost never make a map that doesn't show signs of pre-extinction humans.

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Now with the new goodies I want signs even more.

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I'm not saying it should be done, but CAN brambles be made immune to bad water?

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Something in here perhaps?

radiant arch
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technically could.. could increase their tolerance to forever easily (like the drought resistance) but not make them immune per default

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(immune = continue to grow)

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wouldn't be that difficult to make a harmony patch for it though, i guess

still frigate
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Fascinating. Part of me wants to see this done. But... oh the hate it will ferment.

radiant arch
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could add vertical spread at the same time..

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deep red bramble filled ocean between your beavers and abyss? sure! only takes a week and they got you covered!

still frigate
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yes yes yes!

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ahem... I mean, what an intriguing idea.

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ever since a found this mod I wanted this to be able to come true:

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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.

radiant arch
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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..

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would you think people would like them enough to share this?

still frigate
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The fish or the brambles?