#Water Beaver Overhaul

1 messages Β· Page 61 of 1

still frigate
#

I worry about CPU/GPU hit with the fish.

radiant arch
#

fish

still frigate
#

If they are minimal impact they are cool.

radiant arch
#

they aren't that more heavy than animated buildings i wonder

still frigate
#

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.

still frigate
#

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...

still frigate
#

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.

radiant arch
#

i might want give it a try after that if can

still frigate
#

To the editor I go...

still frigate
#

Looks a little different as a WhitePaws map.

radiant arch
#

whitepaws know what's coming πŸ˜…

still frigate
#

The much healthier Oak Everblossom fields on top really change the look from the mostly dead trees up there in past versions.

radiant arch
#

like the cozy, yet foreboding feel of the oak version too

#

can test my new fish in there too πŸ€”

shell fiber
#

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 🫑

#

i don't think there is any script-free way to do that

still frigate
#

I'm happy they behaved that way

shell fiber
#

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 ShrugFT

#

that's actually an idea πŸ€”

#

ooh, tempting...πŸ˜…

#

this seems to work now πŸ™‚

#

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 ? πŸ˜…

#

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 πŸ€”

still frigate
#

I have a dream of brambles that can traverse elevation and thrive in bad water too.

#

Luke once had plants spreading vertically, in U7.

cloud flax
still frigate
#

This new version makes droughts and bad tide both flood you.

radiant heart
radiant heart
#

Middle peice plz? LoveIT

wary panther
#

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

wary panther
#

of course, having it crash isn't actually better

wary panther
#

Just the frustrated grunt-whine of poor beavers condemned to hear the splash of moving water while their instincts scream "dam that up!"

still frigate
#

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. 😭

https://steamcommunity.com/sharedfiles/filedetails/?id=3432424941

still frigate
#

Doesn't feel right messing with this to make sure it will work.

wary panther
#

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)

still frigate
#

5 overhangs were invalid and deleted.

cloud flax
#

That's a sad news to wake up to...

still frigate
#

At least I got the news before the 20th in my time zone.

still frigate
#

Looks good for a WhitePaws start. Pine is a bit sparse and mixed up with brambles. Had worse starts.

still frigate
#

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.

cloud flax
sullen cape
radiant arch
shell fiber
shell fiber
cloud flax
shell fiber
cloud flax
#

So can they be flipped?

shell fiber
# cloud flax 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 πŸ€”

shell fiber
#

hmm... i think i can do it, if i rearrage the building to that the flip axis is different, it should work πŸ€”

#

ah, no crap, it would conflict with the pump's pipe πŸ€”

cloud flax
#

Or you can just change one of them to be the other end?

#

Oh rip

radiant heart
#

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 )

sullen cape
#

πŸ˜‡

heavy lodge
radiant arch
#

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

heavy lodge
#

Levee on WhitePaws ❓ It is only 1 high and can only be placed on ground, so ... , badtide diversion = more impermeable houses to build πŸ˜…

woeful sun
#

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).

radiant arch
#

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?

heavy lodge
#

The multiplier must be for cycles. However, not sure what multiplier would be needed for Pressure map πŸ€”

thorn dune
#

levee rushing is easier with WB usually due to the houses. aquifers, power, and tricky stairs are harder.

eternal tulip
radiant arch
#

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

eternal tulip
#

thats a shame. i was looking forward to a mixed faction with all beavers πŸ™

radiant arch
#

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

frigid mangoBOT
#
grauschweif_02292 has been warned

Reason: Posted an invite

radiant arch
#

i believe he had a distinct discord for greedy* faction issues. there's a greedy builders thread in #1064825134348763209 with a link

eternal tulip
shell fiber
#

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

radiant arch
#

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

radiant arch
still frigate
# shell fiber but tbh, is the grand dam that nice ? i made the model because i thought it woul...

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.

radiant arch
still frigate
#

Yeah but it takes a long time to get to said reactor.

radiant arch
#

like it's no real water beaver run without a big old dam of pure clean water, isnt it?

radiant arch
still frigate
#

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.

radiant arch
#

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

still frigate
#

GMOs are no more efficient than 2x3x2 storage save for not need a platform row to support dams on top of them.

radiant arch
#

the difference is: you need a few GMOs at some stage

#

so they are good for dam-making at that time

still frigate
#

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?

radiant arch
#

than can put pumps at bottom and top if reservoir is deep

still frigate
#

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.

radiant arch
#

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)

still frigate
#

I'm getting better at well-being but it is a weak area for me.

radiant arch
#

might be a benefit of me playing small maps, that it needs very few area effect sources + limit on head-counts allover too ShrugFT

still frigate
#

The mod is meant to be dam hard. I take the water balancing as part of this challenge.

still frigate
#

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.

radiant arch
still frigate
#

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.

radiant arch
#

nice! not expected it either tbh haha

still frigate
#

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!

radiant arch
#

i wonder if the ready pumps aren't too strong for twice the reservoir already?

still frigate
#

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.

still frigate
#

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

radiant arch
#

that's what i get when i downscale and run 3x speed on a 128x128 map..

still frigate
#

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.

shell fiber
#

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)

still frigate
#

Please don't. It pumps so much water and that is needed!

shell fiber
#

Really ? πŸ€”
I mean it does but it's it really vital ?

still frigate
#

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. πŸ™‚

#

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. πŸ˜›

still frigate
#

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.

radiant arch
#

the grand dam must have dirt under the screw part and the pillars iirc
building itself can be on platforms

#

but best try it πŸ™‚

still frigate
#

Here is the required pattern.

radiant arch
#

you basically need to make solid floors for anything beyond the dam though

still frigate
#

Well, except for the very end which is alrady dirt...

radiant arch
#

oh, why not levee some?

still frigate
#

That was just a layout test.

#

I'm not sure what can go on a leeve yet.

radiant arch
#

the right part can be platforms, can't it?

still frigate
#

I'll check.

radiant arch
#

levee is waterproof, so can use it for tiles where you not build dam on

#

to skip making dirt block

still frigate
#

Let me do one over nearly all platforms and post again.

radiant arch
#

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!)

still frigate
#

Wow!

#

So the bright green is the building footprint. Now to see how much of that has to be dirt...

radiant arch
#

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)

still frigate
#

I'm not as worried about how I am going to build it as what -has- to be dirt. πŸ™‚

#

Theoretically, if it doesn't have to be dirt it can be platform right?

radiant arch
#

water will flow through, so left side has to be waterproof

#

otherwise, yes

still frigate
#

Yeah, -can- not should. πŸ˜›

#

These 25 -have- to be dirt.

radiant arch
#

those two behind the dam are surprising

still frigate
#

Yeah, but I tried not to.

radiant arch
#

looks like it will be slow to get done

still frigate
#

Sub-level and below:

#

foundation:

#

These last two are specific to my circumstances.

radiant arch
#

could use more levee?

still frigate
#

Not really. Because the need dirt under them

radiant arch
#

hmm, that's unhelpful here..

#

kinda making it pointless to use the even..

still frigate
#

So rather than dirt with a levee on top I just do floating dirt.

#

Yeah, that is what i was thinking.

radiant arch
#

i kinda remembered they not needed that anymore. so much for my memory haha

still frigate
#

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

radiant arch
#

always just happens this way haha

#

at least you noticed before a couple of cycles passed !

#

(i so often did not^^)

still frigate
#

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!

radiant arch
#

the last lodge isn't needed either, is it?

still frigate
#

Probably not.

radiant arch
#

i can't remember if they could spill there

#

what about the floor?

still frigate
#

Yes, it is to block the power hole.

radiant arch
#

why block that? aesthetics?

still frigate
#

Good point. I was thinking about water entering through it, but all this is above water line.

radiant arch
#

as long as the entrance not floods they are pretty much safe either way

shell fiber
radiant arch
#

if they even are floodable anymore πŸ€”

still frigate
radiant arch
#

upgrade for the upgrade?

#

awesome!

still frigate
shell fiber
#

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

still frigate
#

Nice

shell fiber
#

that's 3 years ago, i thought i've only been hacking at this for two years πŸ˜…πŸ˜…

still frigate
#

7 days short of 3 years. πŸ˜›

radiant arch
#

almost a full season early haha

still frigate
#

I wont even have to blast much for the 3rd one.

#

But if I want a 4th...!

radiant arch
#

you can build dirt blocks on them

still frigate
#

Yes. That is very nice. But I'll probably put building on them.

radiant arch
#

oh.. makes me wonder: do they overflow below that?

#

visually it's not clear if there's a gap right below the platform?

still frigate
#

There is not.

#

At least last time I tested them.

radiant arch
#

oh, huge dams, yes. i meant the the new ones lapan just shared

#

they might be just short of stackable?

still frigate
#

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.

hearty swan
#

hi Is the faction available in version 1.0? I don't see it on Steam.

still frigate
radiant arch
shell fiber
still frigate
#

Cool

shell fiber
#

those have always been intended as having limited stackability

still frigate
#

Makes sense.

shell fiber
#

anyway, enough for today, gotta go to bed

#

GN !

still frigate
#

gn my friend.

radiant arch
#

good night

still frigate
#

I should dynamite this one more level down so the water pumps can't take the bath water too.

woeful sun
radiant arch
#

i learned about that today haha

hearty swan
#

Isn't there an automation component with the faction?

still frigate
#

Not the new automation. You can use Igor's automation with most of it until Lapan has the new automation done.

still frigate
#

Let it be known that the library is not at all usable as part of a dam. Water goes right through it.

still frigate
#

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.

still frigate
#

It was once a nice industrial reservoir. 🀣

#

All of this is rubble around there.

radiant arch
#

that's one big pile HappyFT

#

would be fun if water would turn liquid any time a building was demolished with it in, wouldn't it?

#

(the tea too!)

still frigate
#

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

still frigate
radiant arch
#

thinking about that. but it would be useless, all watered down..

#

at best it could explode right there?

still frigate
#

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. πŸ˜›

ivory fractal
# shell fiber Speaking of dams and reservoirs, maybe I'll remove (devlock) the grand dam once ...

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.

nova crescent
#

@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.

still frigate
#

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.

radiant arch
#

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?

shell fiber
livid zephyr
#

i always struggle with the florist myself lol

shell fiber
shell fiber
#

I'll probably fix it as I dissolve the flag group πŸ€”

still frigate
#

I have finished rebuilding my industrial reservoir. Now I am finally adding new stuff to it.

cloud flax
radiant arch
cloud flax
#

Oh true. We can have it at more than 1 place now

nova crescent
wary panther
#

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)?

still frigate
#

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.

wary panther
#

Thanks. I think the big badwater pump is the one I was remembering from a previous run

wary panther
#

? 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

still frigate
still frigate
wary panther
#

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 πŸ™‚

still frigate
#

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. πŸ™‚

#

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.

shell fiber
shell fiber
#

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 πŸ€”

shell fiber
#

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"

shell fiber
# still frigate Please don't. It pumps so much water and that is needed!

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

shell fiber
#

i have to say, i like how it looks 😊

cloud flax
#

It does look niceee

shell fiber
#

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

cloud flax
#

Hope these sturdy structure require metal beams atleast, or are they finally gonna be treated planks πŸ‘€

radiant arch
#

3 / 5 giant logs from the looks?

shell fiber
shell fiber
#

and no, no metal beams required

#

a crapton of ressources and a few giants logs though

#

and a blueprint

still frigate
#

I can't wait to play with this!

shell fiber
#

just gave a pumpkinchips reciepe to the CWKitchen

cloud flax
still frigate
shell fiber
#

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

still frigate
cloud flax
#

Damn my phone at 7% and still got like an hour of journey left ahead 😞

shell fiber
#

quick question : there's no way to directly trade for glass is it ?

#

only solar cells ?

still frigate
shell fiber
#

clockwork kitchen

still frigate
shell fiber
#

damn, i have ZERO idea what i should make the sensors cost πŸ˜“

heavy lodge
shell fiber
#

soo... tar and hooman meat is fine ?🀣

still frigate
#

Automation parts in the main game are very cheap but behind science. Igor's automation is free.

shell fiber
#

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 πŸ˜“

still frigate
#

Plus the sensors should be available before ther ENS, I would say.

heavy lodge
#

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) πŸ€”

still frigate
#

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

heavy lodge
still frigate
#

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.

radiant arch
#

those colours really get me!

shell fiber
still frigate
shell fiber
# still frigate <@542299373606928384>

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

still frigate
#

@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.

still frigate
#

unrelated: Do domesticated brambles survive bad water better than wild ones?

shell fiber
radiant arch
still frigate
#

I would say they should thrive in both

#

The ultimate survivor.

radiant arch
#

so just be tolerant about contamination? (or should it boost growth?)

still frigate
#

-I- would make it boost growth, but either would be okay.

shell fiber
#

they already grow ridiculously fast

radiant arch
#

so just about ignoring the contamination and nothing else.. hmm

#

that might be fairly straight forward still

heavy lodge
still frigate
radiant arch
heavy lodge
#

and ? I like the idea 😍

shell fiber
#

to be fair, i think every plant should be able to spread vertically, possibly diagonally too

still frigate
heavy lodge
radiant arch
still frigate
radiant arch
#

plus can put it on some plants only

still frigate
heavy lodge
#

I tried to convince him. Maybe if will be more to demande-it ...

shell fiber
#

wasn't there something really important that needed fixing that i'm forgetting ?

#

i fixed the procreation house issue

heavy lodge
shell fiber
#

that will just make every third bed allow to spaw kits

#

also, i don't know if i should add the population counter πŸ€”

still frigate
heavy lodge
#

yeah, it shouldn't, but on my Living at Workplace mod, with 200 beds available, I have 400 + beavers 😭

#

for some reasons, game don't like to have both worplaces and dwelling in the same building

shell fiber
still frigate
heavy lodge
#

almost wanted to ask eMka to make Second Shift available for beds 🀣

shell fiber
still frigate
radiant arch
shell fiber
#

hopefully it doesn't make it too easy πŸ˜…

still frigate
#

Perish the thought!

livid zephyr
#

Looking forward to seeing the changes when I get home

shell fiber
#

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 πŸ€”

livid zephyr
#

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

shell fiber
#

oh, crap, trading for relics require nuclear fuel πŸ˜…

livid zephyr
#

Lol...

#

Might be why I never felt a need to trade for them before... already have the mine up and running lol

shell fiber
#

hmm... i'm leaning more and more toward electronic trade with the AmpEars

#

also because that pushes the player toward trading solar pannels

cloud flax
#

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

shell fiber
#

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

livid zephyr
still frigate
#

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.

shell fiber
shell fiber
# shell fiber hmm... i'm leaning more and more toward electronic trade with the AmpEars

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 πŸ˜‘

still frigate
#

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.

shell fiber
#

Maybe it I edit the texture...

#

Hmm... Maybe that's a plan πŸ€”

still frigate
#

The new flag placement is so natural I almost didn't notice.

still frigate
#

So long as the ligths remain colorable, they are both nice.

#

I do like the detail in the top one a bit more.

still frigate
#

@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!

radiant arch
#

@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?

radiant arch
#

fake dirt blocks miss .PluralDisplayName used for storage

still frigate
#

@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. πŸ˜‰

radiant arch
#

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)

still frigate
#

Make them then destroy them.

radiant arch
#

still a waste of logs.. given your map not really offers much space early on..

still frigate
#

True. Though there are decent pockets of space.

#

Your repelling cranes are invaluable here.

radiant arch
#

drought is fun πŸ™ƒ
my berries wont go strong, will they?

radiant arch
still frigate
#

I have one good patch of berries remining after floods and bad tides.

#

And this tiny one.

radiant arch
#

there's exactly those two tiles with any outflow, isn't there?
and all else is drains that fail during drought?

still frigate
#

Yep. Until you blast the undercaverns.

#

But who is gonna expect severe flooding every drought? πŸ˜‰

#

I made my dams too close to the lake above them and had to rip them out and pull them back 1.

still frigate
#

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.

still frigate
#

Oh the irony! The dams that saved this side from bad tide do not save it from drought flooding.

ionic swift
still frigate
ionic swift
#

sure, I don't see why not. all my mods' code are freely available on GitHub

still frigate
#

And thank you.

livid zephyr
#

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

livid zephyr
#

also, abyss showing up in 2 locations. intentional?

wary panther
#

I think the Artists and Architects are feuding over what constitutes a tastefully elegant amount of staircases and decorative lanterns:

still frigate
#

Instant reincarnation?

livid zephyr
#

he recharged

still frigate
#

@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.

shell fiber
shell fiber
shell fiber
shell fiber
#

need to retouch it

still frigate
#

I am sure some people in other areas of this discord do it simply because they know it gets to me. πŸ˜›

shell fiber
#

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

woeful sun
#

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.

shell fiber
#

Eld games also played it a couple of times

shell fiber
#

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

radiant arch
# shell fiber are you sure ? this one ?

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
still frigate
radiant arch
#

it works now

radiant arch
#

is there a reason to have "Shafts" and "Power Shafts" groups?

still frigate
#

I hit that. You need to disable a mod...

radiant arch
#

which one?

#

more groups conflict?

still frigate
radiant arch
#

hmm. might want a modifier for those..

#

i'll see if i can get Knatte Anka to fix this one πŸ™‚

shell fiber
#

you probably should only take moddable tool groups, not the one that has pre-made tools

radiant arch
#

yeah, true. just it's so much easier not to switch when testing ..

still frigate
#

mod profiles are your friend. πŸ˜›

shell fiber
radiant arch
#

i like the left one

still frigate
shell fiber
#

tried the other lamp texture but the lighting is unequal

radiant arch
#

wouldn't seem too tricky to make a emission map from the detail + normal ? assuming you already use custom material here?

shell fiber
shell fiber
#

hmm... it's only on the normal map

#

could be done though

radiant arch
#

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

shell fiber
#

yeah, that's the one that has the darker lines

#

otherwise it overwhelm / replace the original texture

radiant arch
#

current version: (english)

No localization for Building.FluidDump.FlavorDescription
No localization for Luc.Loglevee.Description
No localization for Lapantouflemagic.Hobbygardener.Description
shell fiber
#

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

radiant arch
#

i love those extra places they go randomly!

#

and this really looks impressive and fun (and fitting)!

shell fiber
#

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)

radiant heart
shell fiber
radiant heart
#

didn't look the whole list yet, barely at making metal

radiant arch
shell fiber
#

now i'll need to make the modules... but not today

still frigate
#

@shell fiber color selection fully customizable.

shell fiber
#

aaah

still frigate
#

sneaky placement, eh? I missed it at first.

shell fiber
#

color works nice

still frigate
#

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```
#

@shell fiber what is the code for WhitePaws pink?

shell fiber
#

i don't know πŸ˜…

#

there is a pink color i use for the text entries, but i don't remmeber which one it is

still frigate
#

So many to chose from.

radiant arch
#

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

still frigate
#

Hoping this is a 1-off.

radiant arch
#

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 πŸ™‚

#

(who harvests rice at night???)

shell fiber
#

well, i tried and that doesn't work that well

#

also very hard to line up

radiant arch
#

sadly, yes

#

it's nice with the heights in, but not really needed. looked fine in your last version really

still frigate
radiant arch
#

i'll push the hot-fix in a minute or 5. should not happen after the update

still frigate
#

I am wrong. My rice farms ARE split shift.

livid zephyr
radiant arch
#

fun how many unexpected things modders came up with.. haha

livid zephyr
#

Have my farmers and pump upgrades working 2 shifts all the time. Really helps out

still frigate
#

I had to fight with my rice farmers to get them to harvest the rice. They kept wanting to harvest the lilies.

radiant arch
#

fix is out. both steam and mod.io

still frigate
#

aliased stuff is hard to know the correct color though.

still frigate
radiant heart
#

random question, with timberborn, do the mods automaticaly update from steam or need the mod manager mod?

still frigate
radiant heart
#

ty

still frigate
#

By happy accident, zip balloons will build under here.

radiant heart
#

lol, underground balloon sure is an interesting concept

radiant arch
#

they just fit in so nicely πŸ™‚

radiant heart
#

my mind still need to grasp the concept of 3D terrain, that's all new to me

still frigate
#

@radiant arch some visual glitches I have never noticed before.

Also, how do I best use your fish?

radiant arch
#

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

still frigate
#

funky. They look like they are floating instead of planted.

radiant arch
#

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

radiant arch
#

oh.. wait.. they float.. i not noticed..

#

ehmmmmm that might be me πŸ™‚

#

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?

still frigate
still frigate
radiant arch
#

wow, demolishing relics really gives contamination LoveFT

still frigate
#

I havn't been watching closely, but I haven't noticed any fireflies since I placed the fish.

radiant arch
#

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

still frigate
#

water height is currently 0.84 in the rice.

radiant arch
#

i'll see i have them fixed for you tomorrow

still frigate
#

Okay. And I have the water fairly well regulated so if you need other depths let me know. πŸ™‚

radiant arch
#

i'll set them to allow 1m on mature rice. since it's taller than that

still frigate
#

Got my double direction pumping system all automated in.

radiant arch
#

only yet tested them on cattail and wheat really

still frigate
#

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.

radiant arch
#

not sure. i have them still

#

but as long as it not crashes it's a step forward πŸ™‚

#

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

still frigate
#

Just got a release date for Sintopia. I did 2 of the 3 demos and both playtests. Looking forward to it finally being live.

shell fiber
still frigate
shell fiber
still frigate
still frigate
#

Pain killer have made me drowsy so I'll be back later.

radiant arch
#

have a good rest

livid zephyr
livid zephyr
#

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

still frigate
#

It was sooooo naughty to hide my bad water stack behind the ENS. πŸ˜›

But another pass between the copyist and artist and I can start to take care of that.

still frigate
#

@radiant arch They can be seen in the unharvested rice too.

wary panther
#

The upper set of rope stairs get deleted when loading from a save:
● 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

radiant heart
#

theey plant red cabbages, might want to change that @shell fiber πŸ€”

livid zephyr
#

i grew tired of waste rock holding things up.... haha

still frigate
#

Beware running out of PRF!

wary panther
still frigate
#

@radiant arch The new dam upgrade in action.

radiant heart
#

@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 πŸ˜›

still frigate
#

Surely our beavers never skimp on safety.

#

Helium is rare. Hydrogen is relatively easy to obtain. I could see our beavers taking the risk.

distant wigeon
#

Wait, there's a Tutorial?

cloud flax
stone pond
#

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. ^_^

shell fiber
shell fiber
#

It takes you until blueprint duplication

radiant arch
#

nice hat πŸ˜‰ @sullen cape

sullen cape
#

I've done some magic, in my U7 playthrough my passthrough dam is generating water/converting water into badwater 🀣

radiant arch
#

so team architect hmm πŸ€”

shell fiber
#

treason

#

oh, that must be my evil twin, of course 🧐

radiant arch
#

oh, short heads-up: timbercommons is broken with current experimental

#

they renamed a method for number localisation πŸ™‚

#

only works as long as you not dare click any plant

#

automation mod too and some others with UI

shell fiber
#

yep...

#

thankfully that doesn't prevent me from working on the automation

radiant arch
#

can't play my save now SadFT

shell fiber
#

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 πŸ˜“

radiant arch
shell fiber
#

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 😊

radiant arch
#

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)
shell fiber
#

flow sensor

shell fiber
#

oh, crap, that time already ?

#

whelp, gotta go !

radiant arch
still frigate
#

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.

still frigate
#

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.

radiant arch
#

something between muddled white, crappy pink and no-idea-what grey πŸ™‚

still frigate
#

Expands nicely with the right settings in Luke's mod. 159 x 246 without any touchup.

radiant arch
#

looks like a map of endless possibilities ?

#

maybe add a few trees to build a forester too?

still frigate
#

I wanted this as a starting point for any future map projects.

radiant arch
#

was joking πŸ™‚

still frigate
#

Now I just need inspiration to actually do something with it since the game is borked and I can't work on my save.

stone spruce
#

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

still frigate
#

Not working for me. Lots of mods broke today.

radiant arch
#

on experimental

stone spruce
#

Tyty, that's what I was concerned about πŸ˜„

radiant arch
#

should be fairly safe to copy game to stable branch though and continue there

#

might take 2-3 days for fixes otherwise

stone spruce
#

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

radiant arch
#

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

still frigate
#

YES!!! Soon the brambles will conquer the world! Bwa-ha-ha!

#

A-hem. I mean good show.

wary panther
#

Then we just need a new alchemist recipe for triclophyr

#

to convert brambles into thorns by causing "rapid, disorganized growth"

shell fiber
radiant arch
#

i made all three options actually, much like occupations work, so you can decide:

  "ExtendedReproducibleSpec": {
      "CanSpread": "Corners, Vertical" // or VerticalCorners or All
  }
still frigate
radiant arch
#

nice design!

still frigate
#

I fear I am starting to enjoy map making more than actually playing. /laughs

radiant arch
#

will the volcano turn red and have some 'unfortunate accidentially huge' explosions?

still frigate
#

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.

radiant arch
#

big map

still frigate
#

Not super huge.

radiant arch
#

that's bigger than a regular 256x256 wow

still frigate
#

Only becuase of the z boost.

radiant arch
#

yeah

#

game has same performance impact either way

still frigate
#

I don't even use all of the Z. The highest spot is 69 levels.

radiant arch
#

if you not need the extra heigth, would you mind lowering it to 72 or so?

still frigate
#

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.

radiant arch
#

i'll add some and push it later today

shell fiber
#

stream gauge thingie works too

#

i'll see if i can replace normal stream gauges by this one

still frigate
#

Nice

#

In case y'all missed it, Common has been updated.

radiant arch
#

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?

still frigate
#

I'd like to see spawn and grow.

ivory fractal
# shell fiber

Is it just a change of textures/model? So can the Stream gauge still measure all 3 values (flow, contamination and water depth)?

shell fiber
shell fiber
#

i wonder if i can pile up several sensor scripts though πŸ€”

#

ah, no, i don't think the thing that tries to read a sensor can handle multiple outputs

still frigate
#

Curses to non WhitePaw buildings and their permeable nature. 😭

shell fiber
#

why not

still frigate
#

There goes my entire colony.

radiant arch
still frigate
#

43 of 44 beavers are contaminated.

radiant arch
#

safe enough if one of them recovers in time to reproduce πŸ˜‰

still frigate
#

EmberPelts have optional breeding pods. I had one sitting at 99% for just such an emergency.

shell fiber
#

ah-ah ! progress

shell fiber
#

πŸ˜‘

#

well that is slightly disappointing πŸ˜“

radiant arch
#

what is it you try here?

shell fiber
shell fiber
radiant arch
radiant arch
shell fiber
#

but when light is up, i don't know how that is handled

radiant arch
#

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

shell fiber
#

small precision : they are not watertight 🧐

#

although i though about making it so

#

but the base of the building is, and only brings 9 population

stone pond
radiant arch
#

@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
radiant arch
#

oh, contamination resistance still means it needs irrigation.
can't have truly undying plants, can they??

shell fiber
#

also, one last precision, should extended reproducible spec replace or supplement the normal "reproducibleSpec" ?

radiant arch
#

i'm not sure what is best.
for now it extends, so original is run first, extra directions after

#

so you need both

shell fiber
#

that works πŸ™‚

#

let me finish testing the timer and firework cannon first πŸ™‚

#

hmm... only moderately cursed

#

the timer is not much better πŸ˜…

shell fiber
hearty swan
#

Is it intentional that the Rustics are somehow related to the Water Beavers faction?

shell fiber
shell fiber
#

i think i'll upload a new version only on mod.io for testing today

#

right now only those are missing

stone spruce
#

Just started my first Whitepaws playthrough for 1.0. This tutorial is hilarious

radiant arch
#

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?

cloud flax
#

Please make brambles bit easier to control them πŸ₯² /s

cloud flax
#

Ability to add longer warning for seasons. Not sure if it would be part of the script pack though

radiant arch
#

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

woeful sun
#

Allowing the brambles to be a complete menace

livid zephyr
#

you levee's really have some grip strength. leaving dirt just floating in the air! haha

shell fiber
heavy lodge
#

Not brambles, thorn !

shell fiber
livid zephyr
#

haha no doubt. was just surprised they stay there floating

shell fiber
#

They're also protected from dynamite

livid zephyr
#

TIL they'll walk across the top of these dams

shell fiber
shell fiber
#

good morning all !

cloud flax
shell fiber
#

oh, what have we done ? πŸ˜…

#

they are happy there

woeful sun
#

As if being able to cross paths wasn't bad enough

cloud flax
shell fiber
#

oh no, i made a terrible mistake πŸ˜‚

heavy lodge
#

At least, they don't hurt beavers, YET 🀣

sullen cape
shell fiber
#

yes

sullen cape
#

I thought so

shell fiber
#

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 πŸ€”

#

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

ivory fractal
# shell fiber oh, what have we done ? πŸ˜…

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?

shell fiber
#

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

shell fiber
#

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 πŸ™‚

radiant arch
#

it's soo much harder to accidentally lose them too

#

they only can die naturally from flooding >1m for 1000 days

shell fiber
#

well the illuminator from all buildings in the housing folder was also lost

#

i was wondering why the night was so dull

livid zephyr
shell fiber
#

@radiant arch it seems to me that proliferation upward has a much lower chance of happening that normal sideways proliferation, is that intended ?

radiant arch
#

it shouldn't be any different at all, no πŸ€”

#

actually the code just handles any neighbor identical

#

no bad side-effect should it be lower imho

shell fiber
#

well they eventually managed to climb up,so it's fine

stone spruce
#

...These pictures remind me there is no god.

#

The horror I feel, lol

livid zephyr
#

Just gonna need to place more paused fences down. A lot more...

ivory flicker
#

They dont die in badwater?

shell fiber
#

not anymore

radiant arch
#

only can get flooded now, with 1m+

shell fiber
#

but water polluted at 50+% does not provide irrigation, so they would not be able to expand in that

radiant arch
#

beavers can short-cut right through the fluid dump it seems
forester went diagnoally through the outlet actually, bypassing the scrap tower

ivory flicker
cloud flax
#

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

shell fiber
#

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

cloud flax
radiant arch
#

still 500 sp more expensive too

shell fiber
livid zephyr
shell fiber
radiant arch
#

another odd spot for beavers to land
demolished the building next to it and apparrantly beaver got stuck inside the pump somehow

shell fiber
#

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 πŸ˜“

storm gulch
#

I heard you might be adding some evil changes to brambles...

distant wigeon
#

They spread Up down and diagonally, can tolerate contaminated ground.

storm gulch
#

That is supremely evil

distant wigeon
#

Still need grass though

#

50% contamination and up and they dehydrate. More than 1 block of water and they drown

heavy lodge
#

Hope that a dying bramble will have a chance to become a thorn 🀣

distant wigeon
#

Blocking up/down/diagonal pathing contains them still.

#

Paths do not contain them, but paused unbuilt fences do.

shell fiber
#

Everything all right regarding the automation ?πŸ€”
At least functionality wise

radiant arch
#

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.

radiant arch
#

that's some nice new smoke there!

radiant arch
#

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?

shell fiber
#

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

cloud flax
#

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

radiant arch
#

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

radiant arch
#

found a new way to reach the balloon with builders πŸ™‚

#

(i don't think this would connect, just extends build range far enough to complete it)

ivory fractal
# shell fiber Everything all right regarding the automation ?πŸ€” At least functionality wise

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.

shell fiber
#

Yeah I'll make it accept regular modules, I have no better idea anyway πŸ˜…

shell fiber
#

Otherwise I can always flip the thing and have the sensor be essentially a modified pumping house, but that's not much more elegant

ivory fractal
still frigate
#

Wow, so much has happened the past few days!

still frigate
#

WhitePaws on steam is still 6.2.5?

#

Brambles are spreading! Yay!

Great job on this!!!
LoveIT

radiant arch
#

best part: it makes berries so much more resilient too!

#

had mine 'escape' the badtide to a safe level earlier

still frigate
#

They laughed at my fence and went around. LoveIT

ivory fractal
heavy lodge
#

for now, just 1 tile up and down

radiant arch
#

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

ivory fractal
#

Ok, I know where I have to put the fences.

heavy lodge
#

watch out, they can spread diagonally 😜

ivory fractal
#

That's not a problem for me. I always thought they could spread diagonally.

still frigate
#

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.

radiant arch
#

only newest version has resistance

still frigate
#

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. πŸ™‚

woeful sun
#

If you don't use Mod Manager, please try it, it's improved a lot since U7.

still frigate
woeful sun
#

Unfortunately it doesn't detect when dependencies are installed via Steam, no

still frigate
#

Ah. Does it have an option to ignore dependencies?

woeful sun
#

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

still frigate
#

Then I shall exit out and give it a try.

#

I assume I need to unsub from the steam version? πŸ˜›

woeful sun
#

of which?

#

You can just disable it in the mod list, you don't need to unsub

still frigate
#

kk

woeful sun
#

yep

still frigate
#

All appears good. Thank you.

woeful sun
#

blegh, timbertrees no likey likey 6.2.5: Too many parents for DeepRuin: ['Metal', 'Science']

still frigate
#

@shell fiber I assume this is expected going from .5 to .6 due to you resuing it for the sensor?

woeful sun
#

might be worth adding a BackwardCompatibleId

still frigate
#

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. πŸ™‚

woeful sun
#

ahh, gotcha

still frigate
#

Gotta read back and see how these are supposed to be used.

woeful sun
#

wooah, Abyss Exploration now under Metal and Science?

still frigate
woeful sun
#

Untranslated strings:

  • WashingMashine billboard
  • BOTDistrictCrossing
  • Bot Assembler recipe is "Hauler Bot {0}"
still frigate
#

Not bad! I remember when it was long lists.

woeful sun
#

You mean Firefly Grooming Station?

still frigate
woeful sun
#

I only see it in badwater

#

Maybe 6.2.5 vs newer?

still frigate
#

I though they wer both palces in

woeful sun
#

also should "Synthetic Lyophilized Dirt Bloc" be "Synthetic Lyophilized Dirt Block"?

still frigate
#

Block is common, but I thought bloc was acceptable. Like Disk and Disc?

woeful sun
#

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

still frigate
#

Huh. Okay. I'll accept being wrong on this one. πŸ˜›

woeful sun
#

Although for water beavers I wouldn't be surprised if bloc was intentional

#

"A coalition of dirt", hehe

still frigate
#

@shell fiber

I have concerns/issues with the depth and contamination sensors. Are they still in development?

The rest is looking very good. LoveIT

livid zephyr
woeful sun
#

heh, I just noticed that BotHaulingStation has Stanby slots

still frigate
#

Okay, first thing I've done in WhitePaws with the in-game automation system.

still frigate
#

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. 😭

Curse me for making this map. 😠

#

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.

still frigate
#

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.

cloud flax
#

Where do you post your maps?

still frigate
#

This one is on steam

#

I have 1 or 2 on mod.io. They are considerably older. Months even.

#

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.

still frigate
#

These indicator lights mixed with @radiant arch's decorations look really good at night. A learning party.

cloud flax
#

Really need a maps channel for whitepaws suitable 1.0 maps just cuz the bombs can ruin the play through

still frigate
#

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.

still frigate
#

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.

shell fiber
shell fiber
woeful sun
#

Question: With bot hauling station, do you see all 20 bots at once, or only half of them? Context: #πŸ€–mod-creators message

still frigate
shell fiber
#

Well that's weird... I suppose they're not just full?

still frigate
#

They were all totally empty and I was out of giant logs.

shell fiber
#

Can you try to rip out the grapes around one to see if it helps ?

#

Also does anyone else has this issue ?

still frigate
#

That did it. So grapes are okay for live trees but not dead ones???