#Water Beaver Overhaul
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fish
If they are minimal impact they are cool.
they aren't that more heavy than animated buildings i wonder
An ancient truthβ’ once shared with me: if you would want something then there are at least 100, 1000, 1000000, or more out there who would want it too.
Hrm... post cycle 27 the poor drainage is bad enough we loose half the lower map. I only wanted this kind of flooding during bad tides.
Checking if it is my vanity water...
With everything I have learned after cycle 27 and after "blowing the tank", I should go back into the map editor and make several revisions then start my game over yet again.
i might want give it a try after that if can
This actually inspires me to go work on it rather than add it to the list of abandoned (for now) maps.
To the editor I go...
This version has not yet been tested, but this link should get you there. It is currently unlisted.
I'll be starting a new WhitePaws game presently to test it out.
https://steamcommunity.com/sharedfiles/filedetails/?id=3687994082
Looks a little different as a WhitePaws map.
whitepaws know what's coming π
The much healthier Oak Everblossom fields on top really change the look from the mostly dead trees up there in past versions.
like the cozy, yet foreboding feel of the oak version too
can test my new fish in there too π€
the building is "fixed" and by that i mean no longer flippable, because only the flipped version has issues
what's the issue ? i only see brambles brambleing π«‘
i don't think there is any script-free way to do that
The issue is I needed a fence. π
I'm happy they behaved that way
i'm not super fond of it, but i don't care deeply about it either, if someone feels like making a detailer for whitepaws mod, i'd be fine with it 
that's actually an idea π€
ooh, tempting...π
this seems to work now π
also so that it looks less awkward
would need to be a dedicated building, that wouldn't work well with a manufactory
you mean money ? π
i have ideas for a last upgrade with giant logs, that woudl maybe push them to 4 tall i's day ?
iirc that thing is mandatory for plants π€
I wasn't talking about removing that tag. I was talking about if using it could make them immune to badwater.
I have a dream of brambles that can traverse elevation and thrive in bad water too.
Luke once had plants spreading vertically, in U7.
Shouldn't they be different end's or is it just flippable building
This new version makes droughts and bad tide both flood you.
Noice, skipping the beavers this evening sadly, TCG tournament update is out and want to give that a try
Middle peice plz? 
I was thinking of the detailer consuming artwork stencils (like it consumes extract), and the artist's lodge producing those instead of (or in addition to) comic books...
one of the things I really like in the whitepaws is how many of the production chains end in something that is endlessly consumed, so you don't just get giant stockpiles of everything and be done
Yeah, I was just whining because I had finally figured out how to tetris a useful dam together and now it's drain valve was flipped over against a rock face. So no water for the valley below after all...
of course, having it crash isn't actually better
Just the frustrated grunt-whine of poor beavers condemned to hear the splash of moving water while their instincts scream "dam that up!"
I haven't tried this map with WhitePaws yet. In fact, the last time I played it zip lines were new. I am bringing it to attention because of a great loss. A factorio streamer I was very fond of was also the person who got me into Timberborn. She made this map. Her name was Katherine of Sky. And we just lost her. π
https://steamcommunity.com/sharedfiles/filedetails/?id=3432424941
Doesn't feel right messing with this to make sure it will work.
I don't think the lack of new 1.0 stuff (geothermal vents, aquifers, unstable cores, reserve pile/tank/etc) is going to be game-breaking, the way some of the previous updates were (big parts of the tech tree cut off if you didn't have badwater, scrap metal, etc)
5 overhangs were invalid and deleted.
Nooooo!!! I watched her play throughs tooooo. πππ
That's a sad news to wake up to...
At least I got the news before the 20th in my time zone.
They were victims of the Everblossoms.
Looks good for a WhitePaws start. Pine is a bit sparse and mixed up with brambles. Had worse starts.
The underground ruin by her signature wont be usable but the other 3 look good.
Can't concentrate on the game. Also, not sure how much I'll be on tomorrow. My birthdays are very hit and miss emotionally.
Oh my! Hope you have wonderful time!!!! Wishing you the best for your birthday π

Take care! "Happy" Birthday
π«‘
"Happy" Birthday and a blessed new year! π

that seems like a very gentle map, are you sure you're going to be okay π
well "happy" birthday then π
@shell fiber was asking if they are the same side ends and not the left end and right end
Well the problem is that for the normal piece the left and right ends are the same but rotated, if you do that with the sensor it ends up being facing inside the dam
So can they be flipped?
(sorry I don't have the computer right now)
Not sure, I don't think the building would allow that conveniently, in which case I'll maybe have to scrap the whole design π€
hmm... i think i can do it, if i rearrage the building to that the flip axis is different, it should work π€
ah, no crap, it would conflict with the pump's pipe π€
Random question, those random things on the map like the bomb and whatnot, could the mod relink them to not start the timer before X amount of power is produced or ??? i feel like sadly mapmakers will not have the WB in mind when doing those shennanigans and it will limit the options for all of WB enjoyers round her. ( just curious )
π
You can try this : #1379728375396040806 message π π€£
would it help to have a small mod just double all timers?
this way it could be used only on maps that not been made for whitepaws?
maps only timing for fast levee access and few cycles is a trouble for sure
making something generic fit-all would seem tricky though and i lack time to play lots to come up with ideas
Levee on WhitePaws β It is only 1 high and can only be placed on ground, so ... , badtide diversion = more impermeable houses to build π
Maybe make the multiplier configurable? (adding a Spec for it should be easy), but keep the same multiplier for all sources (to keep it simple).
question would be if x-times multiplier was fine?
or if it needed some progress interaction to give it some offset, but keep map timing same afterwards (total research, power generated or certain building unlocked)
for example could go with "has-build-district-center" for whitepaws
and just pause all triggers till that?
The multiplier must be for cycles. However, not sure what multiplier would be needed for Pressure map π€
idk, just spitballing
levee rushing is easier with WB usually due to the houses. aquifers, power, and tricky stairs are harder.
When i load the game with Whitepaws 1.0. the game crashes.
when i untick Whitepaws the game loads to start menu...
im not sure what mod i have that might be causing a conflict.
hard to tell which caused the crash here, given how many mods might collide / i not know
whitepaws is a little special - it can't load when any other faction is added (leafcoats, emberpelts, greedy*) for example
some of the mods that only work for those might conflict too. some might just not do anything
thats a shame. i was looking forward to a mixed faction with all beavers π
from the report whitepaws enables a building that uses an old illumination spec. not sure this is whitepaws itself (i can run this version) or some mod that wasn't updated recently
likely something broken in one of these: zxuiji -m- TNF Collections, zxuiji -m- Template Name Fixes, zxuiji -m- More Flags so maybe zxuiji would know more
Reason: Posted an invite
i believe he had a distinct discord for greedy* faction issues. there's a greedy builders thread in #1064825134348763209 with a link
the game does load with Emberpelts & leaf cote. its just whitepaws that has the greedy.. this is causing the conflict somewhere...
seems like a beaver problem to me π«‘
also, WIP but that should be the idea
(same height as the grand dam)
but tbh, is the grand dam that nice ? i made the model because i thought it would be neat, but gameplay-wise... not sure it's really great
it looks impressive for sure
imho not very practical or serving any need otherwise / somehow awkward to place. yet i always make some of them
these would enhance it lots too
Visually, I like that grand dam. However, the grand dam is so picky about where it can and can't be placed that it is impractical on many maps in many scenarios. One often needs much more landscaping than can be reasonably be done. The dam idea above will help.
Also, imo, the Grand Dam adds too much housing. For that matter so does the gargantuan liquid storage. Your tutorial and comments helped me adjust to the ideas of non-housing water storage, but at the end-game level it becomes nearly impossible to balance population growth with adding adequate liquid storage and water pumping.
I love both pieces but using them is so population problematic.
Currently, nothing stores more than the medium tank without adding large amounts of beavers (30), which potentially means more tanks needed to provide for a drought. Then one needs to be able to provide water for those tanks with the grand dam adding 12 beavers each.
I have NOT done the exact math, however.
This is not yet enough water production and storage to provide for a colony of about 180 through a standard difficulty drought.
Dams help, but the water they capture is easy to corrupt and pumping enough of it in a drought can be tricky.
The solution, of course, it a deep reservoir high enough to not be polluted and fed by water canons. That can be a trick to make in and of itself.
beside advancing technology i try to aim to reach this. having a abyss reactor is big too
Yeah but it takes a long time to get to said reactor.
like it's no real water beaver run without a big old dam of pure clean water, isnt it?
true. game is essentially over by this point π
Perhaps it is a skill issue with me. I need to work on dam designs that don't add hundreds of beavers. That new dam piece will really help.
maybe it's much about timing and will to refactor big part of settlement too
it's kinda difficult for sure to make that one big dam
i usually go at them at the industrial stage, when adding multiple huge things like foundry, advanced sawmill, GMOs and so. they make big walls quick
centralising pumps is a part too
GMOs are no more efficient than 2x3x2 storage save for not need a platform row to support dams on top of them.
the difference is: you need a few GMOs at some stage
so they are good for dam-making at that time
Yes and I love GMOs, but one has to live long enough to have the ENS to make the degrees for them.
Once you have an adequate reservoir, how do you pump enough water out of it for the huge population you will have by then?
pumps increase efficiency with well-being
than can put pumps at bottom and top if reservoir is deep
Given, but you are one disaster away from a death spiral relying of wellbeing.
Bottom pumps are limited to the basic model though. That's a lot of pumps needed once the water falls below the reach of the good pumps up high.
The new valve house can't be automated and it doesn't react to water depth. That is a big issue.
tbh i never yet had any issue with pumps after mid-game
they kinda been plenty strong always
same with well-being: half is fixed, half is food (which can be stockpiled)
I'm getting better at well-being but it is a weak area for me.
might be a benefit of me playing small maps, that it needs very few area effect sources + limit on head-counts allover too 
The mod is meant to be dam hard. I take the water balancing as part of this challenge.
I just thought of the "perfect" cap piece for the P&L lodges. 3x3x1 with 4 side doors, access to the ladder below, but no roof access. Then dams or even other buildings could be built on top of it.
the utility dam didn't fit it?
I don't think it worked... just a sec...
Okay, I am a derp. It does work. I could have sworn it didn't.
Nearly perfect cap already exists then.
nice! not expected it either tbh haha
Because I can't automate these and because I am so absentminded I had to reload TWICE to get theses switched over and protect my colony from the bad tide.
@radiant arch Our discussion above inspired a new reservouir idea for me. Probably gonna be much more in line with @shell fiber's vision too. Plus, when I have grand dams, I'll expand it to use them for some lower level pumping.
I'm using triple lodges for my 2x3x2 building since they hold 6 beavers and make 5 of them haulers, and I never seem to have enough haulers!
i wonder if the ready pumps aren't too strong for twice the reservoir already?
Not sure yet. Wont know until I get a lot of water storage down here and survive a drought from here without the stuff on top.
Dynamite will expand the reservoir a lot once I have enough of it and I have the sides built up.
Potential future reservoir!
I'm gonna work on moving all my screw presses, saw mills and powered papermaker over here. Then I should be about ready for workshops and then assembly lines.
now it makes perfect sense!
This is a 256x256 map so there is ungodly amounts of room for stuff like this. And if I can keep my population low enough my computer can handle it.
So far it still screams at 30x with around 250 beavers.
Okay, screams in an exaggeration. But for 30x, I'll take it.
3x is 65/35
that's what i get when i downscale and run 3x speed on a 128x128 map..
It is all population based. If I could handle the population I wouldn't care so much about balance and I'd let there be 500 unemployed beavers out of 2,000.
Speaking of dams and reservoirs, maybe I'll remove (devlock) the grand dam once the dam upgrades MK3 are out
(they will likely inherit the blueprint)
Please don't. It pumps so much water and that is needed!
Really ? π€
I mean it does but it's it really vital ?
Yes, unless you bring back the oversized water pumps. Plus they look cool!
Nerf their housing capabilities a bit and I'll build them like crazy. π
Imagine a row of grand dams here with everything built up on top of them! Sure, I'd need some serious terraforming on the right, but it would be sooooo worth it.
I need 11 spaces from the existing for them.I'm already laying it out...
Sure, there will be some blasting and some checkerboard dirt placement, but it will be glorious!
@shell fiber is -any- of the storages waterproof?
And what about the library? Can it be used in a dam? Looks like yes, but not sure.
Well... in time I can answer these myself I guess. π
So... I'll be able to get 3 grand dams in here without blasting. I still have to figure out how much of those platforms need to be on dirt vs what can be on platforms or levees.
the grand dam must have dirt under the screw part and the pillars iirc
building itself can be on platforms
but best try it π
Here is the required pattern.
you basically need to make solid floors for anything beyond the dam though
Well, except for the very end which is alrady dirt...
oh, why not levee some?
the right part can be platforms, can't it?
I'll check.
levee is waterproof, so can use it for tiles where you not build dam on
to skip making dirt block
Let me do one over nearly all platforms and post again.
i did soooo many of those for the anthill map haha
little WIP on the fish spawn point (need this done by tomorrow to work on seasons!)
Wow!
So the bright green is the building footprint. Now to see how much of that has to be dirt...
the right part is optional irrc
not sure about the three on the left, where it hovers over the ground
can make much of the red ones levee too here
if that's cheaper than making dirtblocks (needs platforms under with levee)
I'm not as worried about how I am going to build it as what -has- to be dirt. π
Theoretically, if it doesn't have to be dirt it can be platform right?
those two behind the dam are surprising
Yeah, but I tried not to.
looks like it will be slow to get done
Sub-level and below:
foundation:
These last two are specific to my circumstances.
could use more levee?
Not really. Because the need dirt under them
So rather than dirt with a levee on top I just do floating dirt.
Yeah, that is what i was thinking.
i kinda remembered they not needed that anymore. so much for my memory haha
So, again in this specific place, here is what works best as dirt. (plus a little bit more the next one over.)
The next one over is just above ground so I can use 3 levees.
And, of course, I laid it all out with the dirt oriented wrong. /laughs
always just happens this way haha
at least you noticed before a couple of cycles passed !
(i so often did not^^)
Gonna be many cycles before I will be able to start building the dirt parts of this, but I will have it all laid out. Oh, one more "something" one level up to block the gear hole.
Nope nope nope! All wrong! I didn't have and outside. Everything moves 2 blocks to my left. Well, that will be much less dirt.
25 dirt total, no levees. And that gets two of them!
the last lodge isn't needed either, is it?
Probably not.
Yes, it is to block the power hole.
why block that? aesthetics?
Good point. I was thinking about water entering through it, but all this is above water line.
as long as the entrance not floods they are pretty much safe either way
if they even are floodable anymore π€
They are!
I had sorta begged for one.
don't whip yourself too much, i had plans for that a million years ago, just never went ahead and did it
damn... 28/03/2023...
the image date
Nice
that's 3 years ago, i thought i've only been hacking at this for two years π π
7 days short of 3 years. π
almost a full season early haha
you can build dirt blocks on them
Yes. That is very nice. But I'll probably put building on them.
oh.. makes me wonder: do they overflow below that?
visually it's not clear if there's a gap right below the platform?
oh, huge dams, yes. i meant the the new ones lapan just shared
they might be just short of stackable?
Oh! I really hope that is solid and impermeable.
I have a drought comming. I have turn off my upper water pump and will try to run on this this reservoir anbd what water I have stockpiled.
hi Is the faction available in version 1.0? I don't see it on Steam.
sort by most recently updated.
they have a gap under the platform, effectively they go up to 4.65 if i didn't mess up anything
Cool
those have always been intended as having limited stackability
Makes sense.
gn my friend.
good night
I should dynamite this one more level down so the water pumps can't take the bath water too.
I usually just link to #1283726435730591798 message. I have no idea how I could post that without triggering Timberbot.
i learned about that today haha
Isn't there an automation component with the faction?
Not the new automation. You can use Igor's automation with most of it until Lapan has the new automation done.
Let it be known that the library is not at all usable as part of a dam. Water goes right through it.
I posted this in the Timberborn section of Katherine of Sky's discord and let people there know that her map does function with 1.0 despite the warning.
that's one big pile 
would be fun if water would turn liquid any time a building was demolished with it in, wouldn't it?
(the tea too!)
It's a mess... but I was getting too frustrated trying to expand it with all the existing stuff in the way and inter-mingled... so I made a bunch of beavers homeless and got rid of cycles and cycles worth of buildings. /laughs
And the nitro?
thinking about that. but it would be useless, all watered down..
at best it could explode right there?
Watering down old crystalized dynamite is one of the ways of stabilizing it and making the area safe. (My mom's dad was a mining engineer and when he passed we had to deal with some crystalized dynamite older than me!)
The German part of the family that settled here were silver miners. I actually have miners on both my mom and dad's side. My dad had worked in the mines about 3/4 of the way through my childhood.
Rebuild the terraces lower so the beavers can get a nice view of the rushing liquids below. π
Please don't. The MK3 dam looks great, but it's still just a .65 water level dam. The Grand Dam is a full wall that is perfect as the foundation of an even taller tank. The pump function is also needed. One grand dam will replace 10 basic pumps, actually more because beavers have to eat, drink and sleep.
Although it is difficult to find a place where it can be used, but if it succeeds, it is a very nice building. It would be a shame to lose it. As for the blueprint, you probably don't want to add another item (blueprint), but the solution could be for the grand dam to require two blueprints. For example, new MK3 dam and aquifer pump.
@shell fiber Found the issue why at the beginning the birthrate seems so slow.
All of your actual houses (Not workplaces with housing) don't contain "ProcreationHouseSpec": {},
So, If I only have pit & ladder lodge no new beavers are born when all other workplace housing is full.
Fix: Added "ProcreationHouseSpec": {}, manually in the housing specs json. New beavers are getting born now.
So, If a house dosent have "ProcreationHouseSpec": {}, added to it beavers don't procreate in those houses.
Y'all have any clue how long it yook me to find this??? None of my tool finder search terms were finding it because I was looking for the wrong name.
In the end I started at science and recursively walked the bottom buttons.
I know, not anyone's fault I'm braindead today.
oh, i have trouble with that change too
it's odd it's only there. would make sense under either advanced buildings or farming or science?
Okay that's weird, I was pretty sure they all had it, not sure how that happened. Do you have a list of the buildings that are missing "procreation house ?"
i always struggle with the florist myself lol
I don't think it's called by the tutorial so it could indeed also be under the science tab π€
Ah, it's in gathering instead of just food right ?
I'll probably fix it as I dissolve the flag group π€
I have finished rebuilding my industrial reservoir. Now I am finally adding new stuff to it.
Aaah i had placed there cuz it's the primary building that uses tons of bad water π
There's no more adv industries tab so that felt the most appropriate....
is best! just hard to remember it's there too, since it's no pump and badwater hidden already. so duplicate with science really would be cool
Oh true. We can have it at more than 1 place now
All buildings under housing folder.
Is there no longer a way to pass power through a dam? I think I recall that the old pass-through lodge (or maybe the old valuce house that required power?) had connections on both sides and could pass through...
Is that gone, or am I just no looking in the right place(s)?
One of the 3x3 dams passes people through One direction power through the other.
If you're desperate and any building, will do, the big badwater pump has a power pass-through.
Thanks. I think the big badwater pump is the one I was remembering from a previous run
I miss that one.
? It still exists, I just wasn't thinking of it
(and it it's 700 scient points, wold be kind of wasted using it on a non-badwater dam just to pass power, plus IIRC you can't stack anything over its intake. So it's not all that usable as a power pass-through
My mind failed. I know the big bad water pump still exists because I built 2 of them today. What is miss was the old powered pump.
The big one you can, the medium one you can't.
yeah, it got ||devmode|| exiled
it's funny, the water beavers are so good at industry, and so bad at water
I guess they are pink ironteeth π
Starting low and working up...
- I have a large badwater pump
- a handcrafter plus platforms
- a second large badwater pump
- a 2x3x2 hauler lodge.
On some maps I have 4 or 5 large pumps with stuff between them.
@shell fiber @radiant arch Bananas are kept in range of tree farm and harvesting nicely. π
I really like what all I have done here, but I am yearning to return to my own map and get back to testing it.
okay, fixed that. really baffling how an entire folder could have lost that property, maybe an error in some mass-replace when updating game versions π€
I just dissolved the flag group, I'll try to duplicate the firefly grooming station to the science group (as well as the whole abyss group, it's science-y enough)
Although not sure if that will work since it's a base game group π€
that should be good for the models
also, the nice part is that since those parts goes on the outer rim of the dam, i don't need to make a real "corner piece"
to clarify on this : what was icking me is that the building is very "mechanical" and yet it was under an architect blueprint, but i couldn't just toss it to the mechanic witout unbalancing things.
but now that i have the primitive dams MK3 about ready, what i'll do is rename things so the blueprint is more about giant log dams, but is also used by the grand dam. and to give an excuse to the building being that mechanical, i'll make it cost a mechanical controller while i'm at it.
and i'll see if i can simplify the placement a little bit
as you can see, the main issue (which is definitely my fault since i designed this monstrosity) kind of needs to be hidden by ground
but the giant logs can now rest on whatever stackable thing you prefer
It does look niceee
dear f$Β΅%ing god, the corner piece occupancy was litteral hell to make
but i think this time i got it
works with the utility dam as a base
the icons
Hope these sturdy structure require metal beams atleast, or are they finally gonna be treated planks π
3 / 5 giant logs from the looks?
didn't i remove treated planks entirely ?
2/3/5 yes
and no, no metal beams required
a crapton of ressources and a few giants logs though
and a blueprint
I can't wait to play with this!
just gave a pumpkinchips reciepe to the CWKitchen
Hmmmm... The normal cooking tent felt fast enough as is i believe but won't complain about making it more easy :P
Thank you so much for this
it's more of an excuse to allow getting rid of those tents, although they could actually be serviced by haulers without bio beavers i believe
the reciepe is a tiny bit more efficient, and twice faster
I have wanted this for some time.
Damn my phone at 7% and still got like an hour of journey left ahead π
quick question : there's no way to directly trade for glass is it ?
only solar cells ?
Clarification question: You put it to the clockwork kitchen instead of the industrial kitchen?
clockwork kitchen
Correct. Which makes my bevers sad. π
damn, i have ZERO idea what i should make the sensors cost π
anything but clay π
soo... tar and hooman meat is fine ?π€£
Automation parts in the main game are very cheap but behind science. Igor's automation is free.
for the sake of argument, an "acceptable" option can be to trade for "sensors" or "electronics" with the AmpEars and call it a day
i'd like to make a "civil servant training" diploma in the library, but realistically the sensors are completely autonomous, so that's not great π
Plus the sensors should be available before ther ENS, I would say.
You could make science points trade, maybe with IT (that's in case that dev's will decide that running a sensor will cost science points) π€
Unless the library can grant an associate degree in applied electronics. (I nearly had one of those IRL while I was working on my BA)
But not one for every part. Just making a good bad water gate took me something like 6 relays 2 weather sensors, a depth sensor, and some other stuff.
@shell fiber
Here is where I was talking about sensors when they released: #1070709592176197642 message
adding just a memory controller will save all the relays...
Remember the IT tower for their robots? Imagine needing one of those for the sensors. Sensors range would be expanded by more towers, and the towers could each require an AAS degree from the Library.
@radiant arch Bad tide on this version of the map is a little more interesting. There is a higher ratio of good to bad, but it -should- also continue to be partially contaminated for several days after the event.
I am aiming for less plant effects without reducing the beaver collateral damages so much. "Let the trees survive but the beavers get sick" is what I am hoping for.
those colours really get me!
hmm... there is no provision for that. as far as i could tell, all sensors have unlimited range
Okay. I was just looking for something not too evil, but enough to make you happy. π
are you sure you didn't severely overcomplicate it ? i guess you'd want a pollution sensor, a not gate, and feed the positive input one way, the negative input the other way, and that's all good ?
that said, i didn't actually try it, so maybe
@radiant arch This is still the day after bad tide ended. Before nightfall all of the bad water is gone from the crop areas. Alas, there was more crop damage than I was wanting... but not nearly as bad as it was in the previous version.
The back side still took a pretty big hit and the future lily & rice fields are flooded and contaminated.
I tossed in a stream gauge just for testing it. 36% is enough to stop farming work, but shouldn't kill plants in there, I don't think.
It was "advanced" so it also deals with potential overflow. That added to the complexity. I have a simpler one I discussed later.
unrelated: Do domesticated brambles survive bad water better than wild ones?
no, there is no script that allow to touch any of that π
i really wanted to make plants that thrive in bad water π€
I would have loved that!
what should they be like?
just invert the behaviour to consider "contamination = healthy / irrigation" and "moisture = poison" ?
or require both, moisture + contamination?
so just be tolerant about contamination? (or should it boost growth?)
-I- would make it boost growth, but either would be okay.
tolerating is good enough
they already grow ridiculously fast
so just about ignoring the contamination and nothing else.. hmm
that might be fairly straight forward still
Imagine if will have also vertical spreading π€£
We were discuss this a few days ago.
i'm feeling this might be fun to the badfurs.. a plant that goes crazy in contamination, spreads and is as hard to kill as those thorns?
and ? I like the idea π
to be fair, i think every plant should be able to spread vertically, possibly diagonally too
new faction ?
It is just in planning stages.
Then , talk to @ionic swift to bring back this function in his mod
https://discord.com/channels/558398674389172225/1478893001949446246 someone is working on it
or let me steal it to put in the script pack (= no extra settings)
Luke is generous. He might.
plus can put it on some plants only
That is the one were were talking about. For some reason Luke didn't port that part into 1.0.
I tried to convince him. Maybe if will be more to demande-it ...
wasn't there something really important that needed fixing that i'm forgetting ?
i fixed the procreation house issue
then, you will need to make ASAP the population counter available, or will end with half of beavers not having where to live.
no adult beavers can sleep in child beds
that will just make every third bed allow to spaw kits
also, i don't know if i should add the population counter π€
I am scanning my posts... damn I chatter a lot.
yeah, it shouldn't, but on my Living at Workplace mod, with 200 beds available, I have 400 + beavers π
for some reasons, game don't like to have both worplaces and dwelling in the same building
you probably have some blinking beavers due to entry slot filled by workers while someone is trying to sleep or somehting
I have gone back to 3/13 and I believe you have covered all the stuff I mentioned.
almost wanted to ask eMka to make Second Shift available for beds π€£
Upgrading...
this beauty will change the game forever
hopefully it doesn't make it too easy π
Perish the thought!
Looking forward to seeing the changes when I get home
oh, here's an idea !
you can get hooman relics from the balloons right ?
and well, arguably, those could be electronic trinkets used for sensors π€
Having those as ingredients would keep them locked away for a while no doubt. Plus I don't think I ever felt a need to trade for those
oh, crap, trading for relics require nuclear fuel π
Lol...
Might be why I never felt a need to trade for them before... already have the mine up and running lol
hmm... i'm leaning more and more toward electronic trade with the AmpEars
also because that pushes the player toward trading solar pannels
So 1 idea I had was to have couple of housing buildings of 2x2, 3x3(P&l version) on which you can place the upgrade modules.
These buildings can either use science like the iron teeth towers or they can consume brain boosting salts and glowing fluid (glowing fluid may be toooo late game though)
Glowing fluid just cuz of the lights
And the upgrade modules can be 1x1 sensors of different types (pop counter, res counter, science counter etc)
Except ofc for the depth and contamination
grumpf... i can't find my blender file with all of the displayable items 3D models
might jsut put a new one together, probably faster
anyway, gotta go
see you tomorrow, have fun with the new dams
Don't worry, you'll find it when you go to save the new one once it's done
By the 3rd bad tide the damage was just as severe, if not more so than the previous version of this map. Ah well. Not worth fussing over too much... that is why there is a large upper level.
That's the magic formula to find lost items π
I've been shaking ideas in my head like an iphone in a blender, but every idea I get ends up being worse than just trading a sensor and be done with it.
Basically I'm trying to find a plausible explanation to what the big light-up sensor things should be made of. It could be paper or oiled paper but visually that's not obvious, and it can't be glass because that waaaay too far off.
And if I make a new item like crappy glass or quartz pane or whatever, I'm not any better off than just the sensor option π
If you avoid making the relays need them, I think the balance should be okay. We can always try it and report back how it goes.
Oooh! What about making them need quartz?
Old pocket watches had faces made from cut quartz... about 2 mm thick.
That's one of the ideas but that doesn't seem super believable to me π€
Maybe it I edit the texture...
Hmm... Maybe that's a plan π€
The new flag placement is so natural I almost didn't notice.
So long as the ligths remain colorable, they are both nice.
I do like the detail in the top one a bit more.
@shell fiber Have you noticed whether or not I properly keep White Paw lore in my discussions. I made the mistake of watching a popular streamer who totally ignores aspects of the lore or flat out gets them wrong and it was driving me crazy. For two different games!
@still frigate wow. just started your map. amazing. so excited for what it will throw at me (and those poor beavers stupid brave enough to follow the cart)
question: will water seeps stop during badtides? or turn bad too?
seeps go bad.
fake dirt blocks miss .PluralDisplayName used for storage
@radiant arch the only totally safe water source in vanilla is the aquifer. It shuts down in droughts and bad tide, but at least it doesn't get corrupted.
I put two of them on the map if you can get creative on getting power to them and keeping their water safe. π
i did notice haha
very easy to access too!
little annoyed with the small tanks tutorial. too bad i can't skip (got 3 extra pit tanks already)
Make them then destroy them.
still a waste of logs.. given your map not really offers much space early on..
True. Though there are decent pockets of space.
Your repelling cranes are invaluable here.
drought is fun π
my berries wont go strong, will they?
for accessing all your many tunnels too. so much easier to get levees in or later those automatable dams
I have one good patch of berries remining after floods and bad tides.
And this tiny one.
there's exactly those two tiles with any outflow, isn't there?
and all else is drains that fail during drought?
Yep. Until you blast the undercaverns.
But who is gonna expect severe flooding every drought? π
I made my dams too close to the lake above them and had to rip them out and pull them back 1.
Well... no point daming this side unless blocking off this section as well. :/
well... that's not enough either. I jumped into ||dev mode|| to see what could be done and the lower elevations of the main side are a total loss in bad tide.
However, it does look like that back side can be saved.
note: My tests do not include attempts to block bad drains.
Survival not guaranteed for me.
Oh the irony! The dams that saved this side from bad tide do not save it from drought flooding.
that's a no. that function caused me so much pain 
Did you see the other option? Would you allow @radiant arch to copy that code and attempt to make it work?
sure, I don't see why not. all my mods' code are freely available on GitHub
It was only right to ask rather than just do.
And thank you.
yup, thats gonna look way beter!
like that its another upgrade on top of existing dams and not stand alone things
dropped that dam system down to 6 inhabitants from 21
fantastic
also, abyss showing up in 2 locations. intentional?
Yeppp
I think the Artists and Architects are feuding over what constitutes a tastefully elegant amount of staircases and decorative lanterns:
Instant reincarnation?
he recharged
@radiant arch Think twice about blowing the under caverns before cycle 27. I thought it might be okay this time. And it sort of is... except I didn't have adequate water reserves to last while the system rebalanced.
a little bit, not sure how intentionnal that was π
which streamer ? i didn't find many playing this faction
are you sure ? this one ?
hhmmm... meh
need to retouch it
They weren't playing this faction. But they did keep calling bad water "poo water" and that infuriates me.
I am sure some people in other areas of this discord do it simply because they know it gets to me. π
ahah, yeah to be honest i've never been big on this kind of humor, even back in junior high school. but i can tolerate it at low doses
Only 2 I know of that do that RCE and Glynabyte
and I only know of JC that's played this faction (and RCE a long time ago, maybe update 4?). Let me know if you know of any others.
Eld games also played it a couple of times
hmm... trying to make it more like a quartz pane is difficult...
i made an outline of the crystals to enhance contrast (couldn't figure out a smarter way to do it)
didn't change much, so i'm trying a darker thicker line
oh, progress
now the dark lines are way too thick on the unlit side though
for english localisation:
No localization for Need.Rocket.DeathMessage
No localization for Lapantouflemagic.SevereInjury.DeathMessage
No localization for Good.LyophilizedArtificialNaturalDirtBlock.DisplayName
No localization for Good.LyophilizedArtificialNaturalDirtBlock.PluralDisplayName
Almost gives it a stained glass look unlit.
sorry, just seeing it was 6.2.3 still. only got the 6.2.5 update now (..).
it works now
is there a reason to have "Shafts" and "Power Shafts" groups?
I hit that. You need to disable a mod...
hmm. might want a modifier for those..
i'll see if i can get Knatte Anka to fix this one π
you probably should only take moddable tool groups, not the one that has pre-made tools
yeah, true. just it's so much easier not to switch when testing ..
mod profiles are your friend. π
i like the left one
The left is light off, the right is light on.
tried the other lamp texture but the lighting is unequal
wouldn't seem too tricky to make a emission map from the detail + normal ? assuming you already use custom material here?
you mean takind avantage of the pre-existing pumps and stuff from the original material ? that would probably look better indded π€
hmm... it's only on the normal map
could be done though
might work too.
what i meant seems to be called "LightingMap" for the environment shader. (it's emission on particles or vegetation)
allows to set which parts emit how much light when lit. doesn't it?
used them for fireflies to preserve details
yeah, that's the one that has the darker lines
otherwise it overwhelm / replace the original texture
current version: (english)
No localization for Building.FluidDump.FlavorDescription
No localization for Luc.Loglevee.Description
No localization for Lapantouflemagic.Hobbygardener.Description
what is the automation thing that allows to decide the color ?
i just can't find ti
went for that (for now, maybe) because that is just so much easier
beavers can hang out on it, but has no effect
like a benches
i love those extra places they go randomly!
and this really looks impressive and fun (and fitting)!
as for most of the other automation thingies, i'm making some sort of... whatever that thing is. for now i called it a "calculatorium" because i think that's a funny name
(it will carry modules etc)
no more "nice view" bonus?
i think it was given to the zipline balloon relay π€
didn't look the whole list yet, barely at making metal
the terrace cafe too?
oh.. that's a different now.. only ballon it seems: https://darkskies.za.net/~norman/timbertrees/v1.0/enUS_Whitepaws.html (super useful)
now i'll need to make the modules... but not today
Just woke back up. Let me get into a vanilla game and I'll get some screen shots for you on this.
@shell fiber color selection fully customizable.
aaah
sneaky placement, eh? I missed it at first.
Oh my, yes. Very nice.
I love the dark lines,
some of my favourite custom colors:
#640064 deep purple
#ddd618 piss yellow
#e62020 lust red```
And just because...
https://xkcd.com/color/rgb/
@shell fiber what is the code for WhitePaws pink?
i don't know π
there is a pink color i use for the text entries, but i don't remmeber which one it is
So many to chose from.
quick search over exported files gave me:
314 #00FFFF
97 #FF6EC7
6 #FF0000
17 #FFA500
so no hit here i guess?
FF6EC7 might be the text pink
but i'd say it's more of a gradient really, what whitepaws uses
Hoping this is a 1-off.
that's my mod. darn.. sorry!
you'd have any context on this? save? load? during game? dusk? night?
oh.. never mind.. found something
forgot to remove the timetrigger to stop them. when you delete (harvest?) the rice before this might happen π
(who harvests rice at night???)
sadly, yes
it's nice with the heights in, but not really needed. looked fine in your last version really
My crazy beavers, apparently. π
I am running 2nd shift, but I don't think any of them were on farming duty.
i'll push the hot-fix in a minute or 5. should not happen after the update
I am wrong. My rice farms ARE split shift.
Beavers working a 2nd shift
fun how many unexpected things modders came up with.. haha
Have my farmers and pump upgrades working 2 shifts all the time. Really helps out
I had to fight with my rice farmers to get them to harvest the rice. They kept wanting to harvest the lilies.
Gimp says the text is #e57dc4
aliased stuff is hard to know the correct color though.
localization file confirms: FF6EC7
random question, with timberborn, do the mods automaticaly update from steam or need the mod manager mod?
Steam updates but unreliably. Use @woeful sun's "Steam Update Buttons" https://steamcommunity.com/sharedfiles/filedetails/?id=3358667560
ty
By happy accident, zip balloons will build under here.
lol, underground balloon sure is an interesting concept
they just fit in so nicely π
my mind still need to grasp the concept of 3D terrain, that's all new to me
@radiant arch some visual glitches I have never noticed before.
Also, how do I best use your fish?
that's a 1.0 feature i guess -> they randomize the height / dimension now misseen it.. sorry^^
came with the swaying and all that shader rework
funky. They look like they are floating instead of planted.
fish: they spawn at night. the decorative plant is 4x4 (outer ring can be planted on). gives 1-2 per night i think. starts 2nd night only
sadly.. there's glitches with the cattail too..
oh.. wait.. they float.. i not noticed..
ehmmmmm that might be me π
i adjust height of the particles to fit water level.. or so i thought.
maybe it really set height on the plant???
so much for being half-blind haha
not critical, is it? can take some time to fix?
wanted my fireflies to spawn as close as can to the plant, but never below water level..
technically this did manage to make them, didn't it?
Not at all. Take your time.
I think they are underwater... five me a moment...
wow, demolishing relics really gives contamination 
I havn't been watching closely, but I haven't noticed any fireflies since I placed the fish.
they are set to only appear if at dusk waterlevel is below ~0.7m (seedling) or ~0.9m (mature) and might adjust height.
given rice is a little taller you would not be able to see them spawn within the yellow mass yet sadly
need to fix that bug and set proper height for them again
and there's only 5% chance on them either. so it might be you'd need a good field of seedlings
water height is currently 0.84 in the rice.
i'll see i have them fixed for you tomorrow
Okay. And I have the water fairly well regulated so if you need other depths let me know. π
i'll set them to allow 1m on mature rice. since it's taller than that
Got my double direction pumping system all automated in.
only yet tested them on cattail and wheat really
I'm on cycle 27. Who know what is going to happen when these hit.
The floating rice seems to have been a loading artifact. After harvesting there have been no new floating rice blocks.
The last floating rice block was just harvested and replanted. All looks normal now.
@radiant arch I cannot be 100% certain, but I think your last patch broke the fireflies.
not sure. i have them still
but as long as it not crashes it's a step forward π
testing more deeply now
fireflies only appear at night, and only if the game was loaded before night started
floating only appears when fireflies did spawn
in deep water
Just got a release date for Sintopia. I did 2 of the 3 demos and both playtests. Looking forward to it finally being live.
Should I fix that ? π
What's to fix? The happy accident was that I had enough room. I didn't intentionally design it tall enough.
Oh I thought I had sneakily made the balloons not occupy a few of the top layers out of laziness, thinking no one would ever try to place things above a balloon π
Well, if you did then what's a little clipping amongst friends?
Pain killer have made me drowsy so I'll be back later.
have a good rest
How naively shortsighted of you. This is timberborn...lol
And now I want to more or less build a tomb around one just to do it... too bad I'm not quite in a position to dedicate a major dirt project like that in your mod yet haha
It was sooooo naughty to hide my bad water stack behind the ENS. π
But another pass between the copyist and artist and I can start to take care of that.
@radiant arch They can be seen in the unharvested rice too.
The upper set of rope stairs get deleted when loading from a save:
β Object had an invalid location and was deleted: Double Rope Stairs.
but it does let me place them back, and beavers seem to walk on them fine
theey plant red cabbages, might want to change that @shell fiber π€
i grew tired of waste rock holding things up.... haha
Beware running out of PRF!
And here I figured you were just setting up defenses against invaders from the whiskerwood
@radiant arch The new dam upgrade in action.
@shell fiber don't want to question your judgement but filling up a airship with hydrogen? never studied history? that strat doesn't have a nice record, just saying π
Surely our beavers never skimp on safety.
Helium is rare. Hydrogen is relatively easy to obtain. I could see our beavers taking the risk.
Wait, there's a Tutorial?
Recently added :D ! Please post of anything feels awkward or missing
it's fun!
you know, looking at the victory screen for Whitepaws again makes me totally imagine the idea of fanfiction showcasing a beaver version of Star Trek or something similar. ^_^
I mean, if they were concerned about safety they probably wouldn't go into mine π
It's a bit wordy around the end but yes
It takes you until blueprint duplication
nice hat π @sullen cape
Ooo hey!
I've done some magic, in my U7 playthrough my passthrough dam is generating water/converting water into badwater π€£
so team architect hmm π€
oh, short heads-up: timbercommons is broken with current experimental
they renamed a method for number localisation π
only works as long as you not dare click any plant
automation mod too and some others with UI
can't play my save now 
i wanted to make a flow sensor that is litterally a water wheel, but it seems the thing that would animate it conflict with being a sensor π
i'm sitting down with the script pack. anything to patch? want to share the blueprint?
of the water wheel sensor ? nah, i already moved to another design
plus it's probably one of the most useless sensors
i don't have anything vital to patch, but if you have the "plant spreading vertically" script or the one that allows brambles to survive bad water pollution, you can stuff them inside π
list currently has:
- contamination ignoring crop spec
- plant spreading specs: diagonally + vertically
- start empty battery spec
- workshop not pauses beds spec (not sure this works easily, so might not happen)
are they all active by default or do i need to add them to the plant blueprints ?
oh, crap, that time already ?
whelp, gotta go !
will need to add them to blueprints. not active by default. will ping you, when they are out with detail
You all do constructive stuff and I make a new vanity signature. A nice 10 x 64 x 32 self-contained block that can be the basis of any future maps I make. 3 paws, individually colored (blue, purple, red), and each feeding different parts of the "NOX WOLF" name. Then it all drains off the side (each paw has its own drain even). No interaction with the rest of the map required.
that sounds like fun!
The all blue version with side exits...
I -think- I have the colors balanced in the center one. Source-wise it is an even 50/50 split between bad and good water.
Visually, I am not as sure about it.
My husband says the middle looks like a fancy white to him. Blue, White, and Red?
The way I did the top it would be very easy to reroute those to any parts of a larger map, if one wished to do so.
I almsot see a crappy pink in the middle color.
something between muddled white, crappy pink and no-idea-what grey π
Expands nicely with the right settings in Luke's mod. 159 x 246 without any touchup.
looks like a map of endless possibilities ?
maybe add a few trees to build a forester too?
I wanted this as a starting point for any future map projects.
was joking π
Now I just need inspiration to actually do something with it since the game is borked and I can't work on my save.
Before I start troubleshooting, WB 1.0 is working for other people? I'm getting a crash that I assume is conflicting mods, but rather be sure first
Not working for me. Lots of mods broke today.
timbercommons is broken today as soon as you click on a plant. automation mod too.
pretty sure there's a couple more of them
on experimental
Tyty, that's what I was concerned about π
should be fairly safe to copy game to stable branch though and continue there
might take 2-3 days for fixes otherwise
It's still so weird to think that the game is officially 1.0.
I'm so used to playing on experimental at this point that stable feels like a mile away
it's almost no difference anymore. and experimental throws breaking changes at you right the moment mod-makers first hear about them π
looks like spreading vertically and diagonally both work. need to cleanup and add some of the other functions and make a release.
below the 'before' state
YES!!! Soon the brambles will conquer the world! Bwa-ha-ha!
A-hem. I mean good show.
Then we just need a new alchemist recipe for triclophyr
to convert brambles into thorns by causing "rapid, disorganized growth"
so they can grow sideways across levels, or diagonally across levels, but not diagonally across levels, is that correct ?
i made all three options actually, much like occupations work, so you can decide:
"ExtendedReproducibleSpec": {
"CanSpread": "Corners, Vertical" // or VerticalCorners or All
}
I found inspiration.
nice design!
I fear I am starting to enjoy map making more than actually playing. /laughs
will the volcano turn red and have some 'unfortunate accidentially huge' explosions?
Naw. Only in bad tides. I should have waited for pressure to build back up. I just came out of a drought.
I was also being silly underground.
big map
Not super huge.
that's bigger than a regular 256x256 wow
Only becuase of the z boost.
I don't even use all of the Z. The highest spot is 69 levels.
if you not need the extra heigth, would you mind lowering it to 72 or so?
Sure. I was just being sloppy.
So here it is at normal water pressure for the water sources currently active.
Gotta have my fountain on top of the mountain.
its it on mod.io ?
i'll add some and push it later today
stream gauge thingie works too
i'll see if i can replace normal stream gauges by this one
regarding badwater, there's two checks in game
- spawn in badwater
- grow in badwater
i'd assume you want both at the same time?
or want option to make some plants tolerate, but not spread?
I'd like to see spawn and grow.
Is it just a change of textures/model? So can the Stream gauge still measure all 3 values (flow, contamination and water depth)?
nah, that would be weird. if they can survive, they can grow and expand
it still measures all 3, but works as a sensor only for the flow
i wonder if i can pile up several sensor scripts though π€
ah, no, i don't think the thing that tries to read a sensor can handle multiple outputs
Curses to non WhitePaw buildings and their permeable nature. π
why not
There goes my entire colony.
that's deep 
43 of 44 beavers are contaminated.
safe enough if one of them recovers in time to reproduce π
EmberPelts have optional breeding pods. I had one sitting at 99% for just such an emergency.
ah-ah ! progress
what is it you try here?
tried to overlay the icon on the indicator directly, but that becomes unreadable once lit up
not sure this might work with code..
it's pretty easy to swap shader values for them
so if it technically works to add the icon (sprite type png?) to the material and show, i could do this with code too
this looks nice too though
basically the science icon for example is applied to the second UV set the 3D model has
but when light is up, i don't know how that is handled
yeah. good question how much lighting overrides here..
i know plants use those sets for switching state and that works, but there's no light emitted on them
it's okay, i'm fine with those
small precision : they are not watertight π§
although i though about making it so
but the base of the building is, and only brings 9 population
think ShadowsBlight does as well, really.
@shell fiber https://mod.io/g/timberborn/m/grauschweifs-scriptpack#description out on steam and mod.io
# ExtendedReproducibleSpec
"ExtendedReproducibleSpec": {
Β Β "CanSpread": "Corners, Vertical"
}
* Corners : same level, but diagonal only
* Vertical : above or below, straight only
* VerticalCorners : above or below, but diagonal only
Note: original spreading to neighbors is always preserved.
# ContaminationResistingResourceSpec
Will allow it to grow and spread in any contamination (can still flood)
# GravBatteryStartsEmptySpec
Will start this grav battery at 0% charge -> dev mode will ignore this, when placing finished battery
oh, contamination resistance still means it needs irrigation.
can't have truly undying plants, can they??
great ! thanks !
also, one last precision, should extended reproducible spec replace or supplement the normal "reproducibleSpec" ?
i'm not sure what is best.
for now it extends, so original is run first, extra directions after
so you need both
that works π
let me finish testing the timer and firework cannon first π
hmm... only moderately cursed
the timer is not much better π
Is it intentional that the Rustics are somehow related to the Water Beavers faction?
you're playing folktails with the whitepaws active, that will make things weird, i overwrite a bunch of stuff
i think i'll upload a new version only on mod.io for testing today
right now only those are missing
Just started my first Whitepaws playthrough for 1.0. This tutorial is hilarious
so was asked to make two small additions to the specs from today..
- optionally give small chance to turn contamination-death into thorns
- allow to spread infinitly below - seed drop off cliff fine
any opinion / want on either here?
Please make brambles bit easier to control them π₯² /s
Btw anything you can do for weather as done here
#1348869700062412810 message
what is this?
Ability to add longer warning for seasons. Not sure if it would be part of the script pack though
not sure that makes sense really. it's only decided what's next right before i believe
might be possible to tweak that, but each user would like to have their own setting i wonder.. so likely would be own mod for this
and than there's mods like moddable weather that replace the whole system..
fear my backlog is too long for that rn
Allowing the brambles to be a complete menace
you levee's really have some grip strength. leaving dirt just floating in the air! haha
Seeds dropping down makes sense, dead things turning into brambles seem like hell π
Not brambles, thorn !
That absolutely won't survive game load though,π
haha no doubt. was just surprised they stay there floating
Presumably the thing reserving dirt prevents them from being destroyed π€
They're also protected from dynamite
TIL they'll walk across the top of these dams
i don't hate the principle, but i don't like the visuals π€
good morning all !
just added that
Really!?!?!
As if being able to cross paths wasn't bad enough
This gonna make us cry β οΈ
oh no, i made a terrible mistake π
At least, they don't hurt beavers, YET π€£
At least the fence stops the brambles even when not built, right?
yes
I thought so
also, i have an idea that may make the fences more space efficient.
typically, i put the fence on the edge of the voxel, and make the brambles require the "floor" part of the voxel, and make the fence only occupy that (as well as forbidding passage through the actual fence)
since other "good" plants do not require the floor part, you could have a plant coexisting with the fence, or a path or whatever, even most buildings.
BUT
you wouldn't be able to have a fence voxel act as support for a side platform or bridge
a small sacrifice that would allow to have nice fences in the fields without loss of arable land π€
but that will be for another update
right now i'm testing the tutorial, the flow of some text entries doens't make full sense
Now I'm just wondering if this is the worst or if the difficulty will go even further. For example, when the wild brable is right next to a building, it causes damage to the beavers inside. Or will it damage/demolish the building?
no i'm not that mean π
it still needs to stay playable
brambles are just a bit harder to contain, you can't rely on elevation changes to keep them at bay, but otherwise that's the same
actually that can even make the game slightly easier on some aspects ! rather than using green gorund for brambles, i can try to direct them this way, they'll be fine π
it's soo much harder to accidentally lose them too
they only can die naturally from flooding >1m for 1000 days
well the illuminator from all buildings in the housing folder was also lost
i was wondering why the night was so dull
now I am become death....
@radiant arch it seems to me that proliferation upward has a much lower chance of happening that normal sideways proliferation, is that intended ?
it shouldn't be any different at all, no π€
actually the code just handles any neighbor identical
no bad side-effect should it be lower imho
Just gonna need to place more paused fences down. A lot more...
They dont die in badwater?
not anymore
only can get flooded now, with 1m+
but water polluted at 50+% does not provide irrigation, so they would not be able to expand in that
beavers can short-cut right through the fluid dump it seems
forester went diagnoally through the outlet actually, bypassing the scrap tower
Dont give ideas (to yourself)
you can just plant crops around them π«£π«£
Also think that assembly line should atleast require an anvil or clockwork or something hard to get? It's tooo OP a building to not require it
i've thought about it a little, maybe an anvil yeah, π€
i'm just a bit worried some people might stuff their one anvil in there and then get stuck unable to figure out what they did wrong
Lock it behind some metal bars? So you can never build it before factory?
still 500 sp more expensive too
how comes i never thought of this π
Noticed same behavior through large warehouses
another odd spot for beavers to land
demolished the building next to it and apparrantly beaver got stuck inside the pump somehow
hmm... i think the cart should drop one extra gear, the tutorial asks to use 2, but most likely one is already taken in a upturn power shaft π
They spread Up down and diagonally, can tolerate contaminated ground.
That is supremely evil
Still need grass though
50% contamination and up and they dehydrate. More than 1 block of water and they drown
Hope that a dying bramble will have a chance to become a thorn π€£
Blocking up/down/diagonal pathing contains them still.
Paths do not contain them, but paused unbuilt fences do.
Everything all right regarding the automation ?π€
At least functionality wise
new bramble behviour looks fun. they climbed a mountain at the edge of map to look down on beavers
not using automation (yet?) or seen anything odd so far.
that's some nice new smoke there!
still confused by Grand Dam performance.
so it gives up to 720 units per day and adds 12 beavers
7 upgraded pumps also add 12 beavers.
they give around [400 x bonus] units per day, no planks needed.
now bonus usually is between 2x (well-being 25) and 4x. so this setup actually gives between 800 and 1600+ units per day.
Pumps (greatly) outperform the Grand Dam still.
i see some benefit in grand dam placed at the bottom of deep reservoirs or situations where workers are rare (does this happen this late?)
than there's drawbacks with it not working well with contamination (or was that fixed?)
the design is pretty and cool too, reason alone to use them. especially with the new dam upgrades
just: shouldn't it give twice the amount?
or was there a problem with it draining reservoir too fast?
With the old water physics draining more that 5 water at once was doing weird things
I can probably try to increase output
But the main point is that it doesn't require workforce
Maybe I could actually rework it to be not a house, similar to the giant log dams
I would honestly just reduce the housing capacity in that case.... Like to 4-6
Unless you can't pull in more water
Please don't remove the housing completely though... That would be too op
housing is fine imho. number of beds too.
maybe mostly the scaling of the beaver operated pumps makes less sense - how can same pump output 4 times the water depending on who operates it?
might be a little more cruel, but scaling it with walkspeed would work better imho
would mean they always operate at 60-120% of current grand dam output per 7 upgraded pumps
found a new way to reach the balloon with builders π
(i don't think this would connect, just extends build range far enough to complete it)
It looks fine. No game crashes. Sensors on water pumps are an excellent idea, but in some cases it is impractical. In tight spaces, I would like to swap the pump and sensor, but the building cannot be flipped. Hopefully a little contamination won't kill anyone.
In another case, I had a large water tank, irrigation canals and a valve lodge between them. Sensor for measuring the water level in the irrigation canal. I set the automation to maintain the water level in the irrigation canal. It wasn't good as fill valve, but it worked. The problem was the pump right next to the sensor, the pump created waves that unpleasantly disturbed the sensor. I had to turn off the pump permanently to keep the sensor from flashing.
I like the Calculatorium. it's an interesting way to keep all the logical elements together and not have them scattered all over the map. But I would have one request, the tower in the corner of the building is the perfect place for two logical elements. Can you please modify the building so that they can be placed there? I would use it for very important elements. There it will be very visible without having to look for a specific light in the wall of logic.
Ah yes the clock tower thing. I intended it to carry, well a clock, but then the clock Can only have one face that clocks correctly and not four like i wild have wanted. I'm also pretty sure it would rotate backyard if you flipped the building π€
Yeah I'll make it accept regular modules, I have no better idea anyway π
In that case... Well what I was thinking was to have a pump-associated sensor for early on, but also have a much more expensive autonomous sensor using the glowing stream gauge model. (One for each of depth, contamination, flow rate π€)
Otherwise I can always flip the thing and have the sensor be essentially a modified pumping house, but that's not much more elegant
This would be a good solution for me. Contamination and depth sensors will be in two variants. As an upgrade to the pump and standalone rods based on the glowing stream gauge model.
Wow, so much has happened the past few days!
WhitePaws on steam is still 6.2.5?
Brambles are spreading! Yay!
Great job on this!!!

best part: it makes berries so much more resilient too!
had mine 'escape' the badtide to a safe level earlier
They laughed at my fence and went around. 
Is there a limit to how plants can spread vertically? Something like construction, two blocks up, unlimited down?
for now, just 1 tile up and down
working on a new version that allows more. but for now it's 1 up, 1 down only
shouldn't by default go 2 up imho. would be too much for brambles
but might work for big trees
Ok, I know where I have to put the fences.
watch out, they can spread diagonally π
That's not a problem for me. I always thought they could spread diagonally.
So I still have dying brambles due to badwater. Is that because I am on an older version of WhitePaws?
This is all new death.
only newest version has resistance
Ok. So I just need to wait for @shell fiber to make it live on Steam... or deal with mod.io headaches like I used to when testing U7. π
If you don't use Mod Manager, please try it, it's improved a lot since U7.
Does it play nice with Steam?
Unfortunately it doesn't detect when dependencies are installed via Steam, no
Ah. Does it have an option to ignore dependencies?
if you click into the mod details dialog and install a version from there, yes
it only installs dependencies when using the download button on the search results
Then I shall exit out and give it a try.
I assume I need to unsub from the steam version? π
kk
This is current, yes? https://steamcommunity.com/sharedfiles/filedetails/?id=3286370025
yep
All appears good. Thank you.
blegh, timbertrees no likey likey 6.2.5: Too many parents for DeepRuin: ['Metal', 'Science']
@shell fiber I assume this is expected going from .5 to .6 due to you resuing it for the sensor?
might be worth adding a BackwardCompatibleId
It is totally changed. Different footprint.
Also I need two now. One for depth and one for contamination. Ah! I need the flow sensor for integration into Igor's advanced automation.
Change is to be expected. π
ahh, gotcha
Gotta read back and see how these are supposed to be used.
wooah, Abyss Exploration now under Metal and Science?
giant bugs live in 2 places now too.
Untranslated strings:
- WashingMashine billboard
- BOTDistrictCrossing
- Bot Assembler recipe is "Hauler Bot {0}"
Not bad! I remember when it was long lists.
You mean Firefly Grooming Station?
yes
I though they wer both palces in
also should "Synthetic Lyophilized Dirt Bloc" be "Synthetic Lyophilized Dirt Block"?
Block is common, but I thought bloc was acceptable. Like Disk and Disc?
Google says a Bloc is generally used for "alliances, coalitions, or factions with shared interests"
'c' for Coalition vs 'ck' for a solid, stocky obstacle
Huh. Okay. I'll accept being wrong on this one. π
Although for water beavers I wouldn't be surprised if bloc was intentional
"A coalition of dirt", hehe
@shell fiber
I have concerns/issues with the depth and contamination sensors. Are they still in development?
The rest is looking very good. 
Asked the same thing a few days ago haha
heh, I just noticed that BotHaulingStation has Stanby slots
Okay, first thing I've done in WhitePaws with the in-game automation system.
Oh, so not fair! Bad tide started and the water just shoots out from underground and over the dam into my "protected" area where I will be building an abyssal mine. π
Curse me for making this map. π
At least it leveled out quickly.
In the map's defense I am playing "stupidly" on purpose. I have done nothing to try to block any of the bad water sources as I test it.
Now that I have reached Cycle 33 and the last new activation was cycle 27, I am going to start closing off some of the bad water sources as any reasonable player would have done at least 20 cycles ago.
I believe @radiant arch started closing those he could get to very early.
Where do you post your maps?
This one is on steam
I have 1 or 2 on mod.io. They are considerably older. Months even.
This was made for U7 WhitePaws.
https://mod.io/g/timberborn/m/noxbestias-ancient-aqueducts#description
I will probably revisit it sometime.
I have a LOT of unfinished or not yet viable maps. I get inspired and go off making another one.
I have learned so much from @radiant arch and @crisp parcel. My new maps are so much more... interesting than most of the old ones.
I should start posting maps in the maps channel, but I like to test them with WhitePaws first, and I like sharing those tests here.
One of my old ones has no accessible clean water. All is various degrees of polluted. Not WhitePaw playable as it sits. If I pre-made a place one could put a lido, then perhaps. But without that, the colony would die of dirty fur.
EmberPelts and LeafCoats both survived it though.
Some of my more recent unfinished maps have reserve resources added, like a small cache of dynamite, or berries, or a tank of water.
These indicator lights mixed with @radiant arch's decorations look really good at night. A learning party.
Really need a maps channel for whitepaws suitable 1.0 maps just cuz the bombs can ruin the play through
Or save it. A bomb saves this map. The player just has to get to it.
Bombs in my "Wolfpaw Lake" map make it quite the challenge.
Can anyone confirm that their sequoia fellers are actually cutting down dead trees? Mine are not anymore. I believe they should be.
~~FFS!
PEBKAC error, sort of.
I had turned the tree nursery off so that nothing would be replanted until all the dead threes were harvested so I didn't have to babysit it. Just like the bananas, that stopped the fellers from harvesting.
I don't think I like this behaviour. /laughs~~
No... that was a fake out. They still aren't cutting the dead ones.
@shell fiber (or anyone) what do I have to do to get dead giant sequoias cut down?
For now I went into dev mode and manually destroyed all but two of them. I can't have half my tree patch not producing.
You can maybe bad it on how tall the tree is, a tree that is 3 tall should likely be able to drop seeds 2 levers above for example π€
Doesn't work
Question: With bot hauling station, do you see all 20 bots at once, or only half of them? Context: #π€mod-creators message
What ? They don't cut it ?
Nope.
Well that's weird... I suppose they're not just full?
They were all totally empty and I was out of giant logs.
Can you try to rip out the grapes around one to see if it helps ?
Also does anyone else has this issue ?
Grapes and pine removed. Waiting...
That did it. So grapes are okay for live trees but not dead ones???