#Water Beaver Overhaul
1 messages Β· Page 63 of 1
really like the massiveness of that map
water dynamics look interesting too. and challenging given how low the start is and how little space around
whitepaws-related: it's kinda odd to have the Greenhouse under "harvestable" sub-group, isn't it?
those are cut by lumberjacks, not harvested.
especially during bad tide, especially later in the game.
I have "something" happen on each of the prime numbered cycles 3 through 29
Now there is a reason for the thorns.
oh, those are truly valid!
the big one still is rather easy to collect, even with all the effects
Yep... but will still take many cycles.
certainly can do with thorns (+ can bridge over them to collect from above i believe)
<2 for mine. never cut a thorn, maybe those are more tricky
ok. needed 5 cycles to get the prisons first.. but after was easy to dismantle the relics
Huh. I never get relics that fast
advanced builders? and some redundancy as they rotate a lot.
awesome!
builder upgrades give +200% work speed carrying and +25% walk speed
Oops! Opening the fountain flooded the starting area.
I can fix that.
looks fun! but maybe a little wet start^^
what builder upgrades? Am I missing a mechanic?
the farmhouse and tower upgrades are best
regular builder lodges still give +200% workspeed carrying - compared to sad DC builder stats..
darn.. my memory.. really thought they'd be much faster too.. but 'only' carry three times.. still really good, but no effect on relics i guess
anyway.. i got 4-6 builders to loop through for the relics usually
having plenty is real helpful to fast set up some levee or dams far off DC
I never used those beyond testing to see if they built, several games ago. Just wasn't paying attention. The first one, the builder hut, and the P&L builders is all I usually do.
+25% walk speed makes a difference for sure
and one tower usually is enough to go well post-ENS with
without extra beds
(farmhouse is great too, giving 4 builders per 3 beds - twice what the lodge types give)
A carrying capacity +200% is also a good boost. especially if you are building something from logs. 2 or 7 logs that a beaver can carry makes a big difference.
all builders but DC get that
forgot if the broken cart builders got a negative factor? they are slow anyway given how little well-being they have
just unlocked ENS and this is my worst builder
most have another +20% workspeed
Okay, flooding fixed and more vanity added.
So... you know how I like to blow up starting areas, right?
Flooding them can be almost as rewarding.
Hrm... so many ideas...
BTW, the mountain us hollow.
Well, I think it is finally time to give it a proper WhitePaws test.
Hrm... the back of the mountain is a bit more flooded than it was but... yes, I think I am okay with that.
I am surprised there was no comment of the lack of obviously accessible bad water in the starting area. π
noticed, but i have little worry there will be too much soon enough π
relics work fine too to reach some other place
I did something wrong trying to update whitepaws on mod.io and mod manager broke my game so bad I have to go upstairs to my desktop machine to ty to fox it. /laughs
WTF? Mod manager made it so I can't delete the mod from file manager? Even as admin?
Gonna make me command line it, eh?
One of the advantages of being an OLD tech who started in the DOS 3.25 era.
Well, technically started in the Commodore 64 era, but sys 64738 is of no use here. π
Long before there was a "dark mode" anywhere I would enter poke 53280,0;poke 53281,0 and turn my screen and border black, then set my text to blue. π
Finally updated!
@shell fiber Not sure if this is one of my mods or not, but the thanks are blocked by the buttons.
Just noticed so I reported.
just confirmed it's not on you π
And here were are in WhitePaws.
The trees hide the N O X but I don't mind.
If one is NOT playing WhitePaws there are lot more trees to cut through to get to water. At least they are only birch.
these will spread into the water, wont they?
Yep! Except where the thistle I hid in the water are.
Thank you for reminding me too! I'll put sunflowers in the future bath area so it doesn't get brambles!
There are some places even a beaver doesn't want brambles.
Keeping in my theme of thorns around dry land artifacts... even if the thorns are in the water.
Hey, it worked! Never done a recording with Steam before just now
Look at the speed of that waterfall and realize I am in 1x! That is a LOT of water coming out of there.
looks like resolution was too big and it skipped a few frames - it's just a static image for me 
aw
happens when i try to record too. using special software works. but neither default screencast nor steam
I'll try a lower resolution next time. I can't imagine wanting to ever do much video recording.
My video editing days are LONG gone. /laughs
I'm running Winderz 10*[sic]*
@radiant arch @heavy lodge If you want to put stuff at the shore and it will extend into the water, better block the water with sunflowers in it or something. The brambles will block your build! π
i use rice for that for land
I use rice too on land. But not for water.
Crap! Planks and ropes needed for a lido. That just made this map unplayable for WhitePaws as it currently sits.
back to the editor.
Well... maybe some of the other bathing options would work... but... not what I want to present to the players.
Somewhere in this map is a single oak tree that gets demolished on WhitePaws start, and I can't find it. /laughs
It doesn't break anything, but I think it is bad form.
hope you can find it easily. those things are annoying to find in your own work..
I could wipe ALL vegetation from the map and start that over. /laughs
nah, it's perfect otherwise!
It wins this revision.
I delted a few oaks that -shouldn't- be it. We'll see in a moment...
Because of the rope issue, this now exists at game start. The major downside: it is vulnerable to bad tide. Too bad.
Oh! I didn't even notice! I got the oak!
@radiant arch Do your decorative hanging lights block brambles?
I am so tempted to make sure and add a cache of explosives, berries, and water to all my maps. /laughs
The newest version of Long Lake has the water and the explosives. Hidden underground but they are there.
I can add anything that exists in all clan, I believe. Not sure what happens if I add something that doesn't exist inw hatever faction is played. Not sure if it is just an empty building or if the game removes the building.
Also, are your decorations flood proof? Looking for fun things to put submerged in water. π
Another oops. Fixed this one in dev mode, but I need to go into the map editor and make it permanent. Not worth restarting my game again for.
not too shabby
SEVEN airships!? Wow! I don't think I've ever had more than 2.
only running 6 at the end, 1 gathering each recipe so i didnt need to keep going back and changing what they were going for haha
And happiness of 117!
I know I'm on a new map, but I only have a happiness of 7.
Wellbeing. Whatever. π
capped out at 123 at some point
forgot to give them a day or 2 off before launch...
I'm still in the struggle to keep your beavers fed and watered phase of the game. I don't even have a wood gnawer setup.
the cutout in the spiral that really let me start working the map
Cool!!! I have never played that map.
its the old version of spiral mountain w/ some bad water stuff added in
Don't like the new one?
miss this version for sure, new 1 is for sure more difficult.
I do, just wanted a trip down memory lane haha
I have thought about installing the old versions just to copy their maps, but I bet someone has shared them all on mod.io or steam if I went looking.
where i found this
The community is good at such things.
plus i knew the crater would be awefully close to the right depth to just put the wonder into, and i was right. just needed to wall up the back edge a tile or 2 and it worked great
I made mine too deep and had to lower my water level 1 block.
basically added dirt above the line, and blew up 1 deeper in the circle, and started throwing water in the hole. not too bad really haha
Nice!
the addition of the 2nd recipe for dirt blocks really helps a guy out. cant get to it early at all, and you wont make the blocks so fast that you can get crazy with terraforming stuff. but will let you edit things to help you out later in a play that feels good
One of the better late game additions for me. I am so obsessed with terraforming.
Soooooo many beavers didn't make it. πΏ
It wasn't until day 6 after the drought that my water levels had reached the pumps.
42 days. π
It took me 42 days to get my new district center built. Just because I was stubborn and wanted it someplace high.
The massive dying of thirst didn't help.
Getting to this lake should be an urgent goal for anyone on this map. I'm playing extended temperate seasons (23-27 days) like I do on most maps because I don't like how fast cycles go, especially as WhitePaws.
I'm in the bad weather (drought) at the end of cycle 2. I have "events" every prime cycle starting at cycle 3. The first one is looming and if I have played my cards correctly, there will be minimal, if any, warning. π
Nothing so far.
mmm, why not ? tought it made sense
I love/hate how my reaction to this was both delight and horror. That feels like so many redundant files to get the correct behaviour. But then I'm also the weirdo who found it simple logic to search for all the recipes(Clay/Coal/Sunflowers).
I would have just copied my fixes in. But if it works it works. And I do not know which way results in more file editing tedium. It probably maths to be about the same. You also covered other things to like the probabilities. Does mean I can put Whitepaws in it's proper place as loading first in the Faction group now at least.
And see from there how it feels.
Also map for Whitepaws Specifically π
I need to go through all my Maps again that reminds me--
See which of them got updated to 1.0 and which ones didn't and faction theoretical compatibility
How is it all green!?!
good morning all !
just to limit a bit crimes against gravity, the giant pillar base will require 5 blocks of dirt under it
the previous variant is just devlocked
so no razing half of your stuff π
i should fix that someday
Or well, once the mod updates on Steam to. lol. You're working on so much and it's got me π
does not attach to cliffsides
Meanwhile me figuring out for the barebones what to use for buildings is like... :P
If I want to build a pillar on the lowest layer of the map, will it be possible?
hmm... good point
i think it wouldn't work, hence my design is not great
i can instead require a full column of dirt reaching the bottom of the map
but that prevents placing them above caves and stuff mapmakers like to make
or... there could be two variants, but that's kind of sloppy
hmm... i have a possibly better idea.
what if i make it require only one 3x3 layer of dirt ? π€
okay, let's just shelf this for now, i'm rewriting all the internal names in ".Whitepaws" for the crazy people trying to run all factions at once
If it helps the process, feel free to just copy and paste from my files, the edits I made.
Though that'll still be opening/closing a lot of files
π
Oh dear, I think something's wrong with my game!
leaf coats not have explosives. so might just test with them?
Reserve Storage would probably be empty if you put Explosives in there for LeafCoats... maybe. Since removed from the goods list.
object with unknown id deleted... my assumption
Also nuuu, I just noticed you removed Berries from common needgroup to. Part of me is like "The reason it conflicted with Berries are Delicious is still going to be a reason" bet. Because it'll be doubling in common and Whitepaws spec now.
I was just like "Well, I'll prioritise using it from Whitepaws"
Was looking through to do checks for my SandBellies barebones
It's your fault, since with Free energy one π€£
Why I just didn't touch berries on the Needs. Because I just accepted, you either use Whitepaws to dictate, or you get Berries are Delicious, and part the compatibility modifier collection was "I am sick of having to also remember to flip that on when switching factions" lol.
All good though, I can reroute for my mods like always, hahaha. Its clean!
sorry, i couldn't really look into too much details in what you did, that was a bit too many files. but i think i got the main idea. you can download the mod's latest version and look into the modifier folder
All good, I get it. Most of the details was just the internal names, and then the collection files were putting things back. The only relevant ones to you probably would have been the Whitepaws files alone. At least the fix for my Modifier Mod when you update Steam version is really simple on my end. I can get rid of the redundancies... and leave it as "More for legacy now, and to put Berries still in the Common need pool"
The recipes was the big thing most of the edits. And the majority files that mattered, but you could NOT use those as overwrites because they only took the name part for the replacement ingredient
Clay = WetClay internally and Coal = Lignite fixes, and then SunnySeeds, my Sunflower fix for Folktails compatability. It was so much, and makes me eager to find out how much I'll be making a mess of for SandBellies
Sunflowers + Coal also requiring the tutorial file fixes, which was so fun because that would crash everything the most.
Quite a delight to me going and finding it all.
But yeah, there's so many files Can understand not wanting to go through them all... at least you can potentially cheat depending on programs and just Use the ReplaceAll function for Find and Replace if you wanted to quickly just substitute internal names.
Only thing with that is remove the Localization folder first so it doesn't get caught. π
And the Whitepaws GoodGroup fixes. I didn't notice them but they did make so much more sense, that's... oh, my materials panel is going to be wild.
Me: I only cared about the compatibility with the obvious ones, there's so much more that was modified I'm going and noticing and like, oh that's going to wild my top bar so much when it hits steam
Will be checking the wrong places because the edits from Whitepaws was so logical though
Funny
Looking forwards to been lost lol. Not that I check the top bars much but well
Because the mountain is hollow and full of water.
Well, the latest update has really broken me. I can't even create a new map anymore, or edit my existing ones.
have a good rest @still frigate
?
thought you needed a short break from map making?
You probably shouldn't need to rewrite those π€
No, experimental crashes when I try to create or edit a map.
Make sure you have a clean install of the mod, I moved and deleted several files
I don't have whitepaws active when I edit maps.
I mean the game update broke.
pffft, Yeah, I noticed! With your new update since it now goes mod order compatibility patch. I'll just redo a few things in my mod and list it as like "For if there's ever a Greedy mod combining Whitepaws and Emberpelts, now your beavers can argue about proper clay and coal storage methods"
This is all I run when doing map work:
MoreModLogs
Timberborn.Editor.ExtendedTerrainTools
Harmony
eMka.ModSettings
ModdableToolGroups
DevButton
TimberUi
MapResizer
TImprove4Mods
Or just in my case, I'll deactivate it, because you made so many modifier files for it, and it's now Load Order priority which means Whitepaws should still get their edits in place even loading earlier.
A pity too... I was inspired to make a map where the only pieces that reach the bottom are all allocated with something.
The player wont be able to build anything that required an unbroken line to the bottom.
@radiant arch what map dimensions will your rig handle okay?
128x128 regular height is doable
can go about 30% extra i believe
but beyond is really difficult
So my 60-ish height maps need a smaller footprint to work for you?
the one with the big lake worked okaish still
cool
but more likely not works. (though this one had big water dynamics)
My laptop choked on "Water Mountain" when I tried to edit it locally. I can't stream edit from my desktop since it is on experimental and I'm in no condition to go upstairs and change it.
Getting old really sucks sometimes. !@#$%-ing arthritis in my hips and lower back acts up so bad sometimes I can hardly walk. Tonight is one of those.
Annoying
My vanity signature requires a height of at least 32,but I made it with a height of 64.
Also a width minimum of 64.
So no maps smaller than 64 x ??? x 32
that's still 192 depth to get it to 128x128 standard size π
game default dimensions for 128x128
maybe not force it to work on my ancient hardware. most people seem to have much better
Well, I'm on my laptop and it is pretty weak. So that limits me. /laughs
Long lake was 96x128 but pretty tall
I wont know the height until I make the map, unfortunately. But I'll minimize the extra height like I did with Water Mountain.
Just 2 bramble, just 1 bramble hidden somewhere in a cave in that mountain that you don't notice in the beginning but you know what will happen in few Cycles β οΈ
Rest in pieces to everyone
construction base for giant log dam upgrades always shows floating in mid-air
shows the construction below and above
kk, cauz description : "can be attached to the sides of cliffs..." π might want to switch that up when you got a minute 
Ah good point, to the top of cliffs then ?
oh, reminded me: would it be possible to have fences and hedges link with the gates?
base game bobingabouts scripts can link the different things this way too and it looks cool
yeah, something like that
like this it seems to work out
@coral nova made bot storage and we made it work with whitepaws
for all those who want to display their bot population in style π
What does it do? Just keep them there find nothing ?
basically, yes
it's a no-work workplace
of lowest priority
essentially it's kinda pointless in itself, yet a fun display and stackable
lapan, i fear you forgot to add the power adapter to the ENS model.
i knew it had to be anywhere, and there it is, yet not there it is either (visually)
also found the biggest performance issue on my machine: the bamboo π
(plants in general - it's sooo super fast when i hide them - and can hardly dare move the cam when not from pretty much tree nursery point on)
i like the bamboo too much to ask for any change though. it's really cool
just the 2x2 model might have been slightly better for performance
Greetings. I have awakened. π
I found the mod that broke my map editing in yesterday's updated. "Extra Terrain Tools".
EDIT: and I have reported the crash in the mod's thread.
In doing this I really trimmed my active mods for map editing, and two of these are for the mod profile loader.
MoreModLogs
Harmony
TimberUi
MapResizer
TImprove4Mods
By the by, I don't do the whole "April Fool's" thing so no need to try to figure out if any of my posts are that.
If one is to believe "The Simpsons" the whole April Fools thing came about from the Catholic Church's ongoing efforts back then to shame the unconverted pagans. True or not, it gave us one of Homer's best one-liners: God bless those pagans.
Schlaf gut, mein Freund.
I had the phrase right but my original spelling was atrocious. Sadly, my German is nicht so gut.
I am told I pronounce what little German I know well.
I fear that @shell fiber would boot me from the channel if he heard my pathetic attempts at pronouncing French, or worse, my bad imitation of Peter Seller's French accent. "That's 'Chief Inspector' Clouseau, you know."
I mention this because of an April Fools joke played on me in 93 or 94. My Hungarian C++ programming professor (with a very thick accent) traded classes with the French teacher. He went to her class to give a lesson in programming while she came to ours and started in on basic French.
I actually enjoyed that one. Also, as a whole, we computer geeks did better at French than her students did at understanding C++. /laughs
I made an effort to learn French because I think it's beautiful to listen to, but quickly realized that I'm American and therefore would never manage to speak properly enough to not offend every native speaker. Massive respect to anyone who speaks it well as a second language
Joke I heard somewhere:
A: multilingual
Q: What do you call a person who speaks only one language?
A: An American```
I hope no offense was taken at my joke.
Have to manually save in the map editor. I just lost at least 2 hours of work. π
The curse of getting hyper-focused
It doesn't look like the last three Whitepaws releases have made it to steam (still at 6.2.5, vs 6.2.8 on mod.io). Is the recommendation to unsubscribe from steam and go back to mod manager?
I don't really care, just curious if these are somehow unfinished or lapan just got tired of having to upload to two places
pretty sure its on purpose
I'm not sure when @shell fiber will return to dual publishing, but I expect it at any time.
Until then, I am using mod manager, but ONLY for WhitePaws.
I much prefer Steam.
Baobab and lemon are a DLC to the WB, change my mind.... the ppl has spoken
shit, the other one was berries, sunflower and lemon but lost the SS
It was indeed a pretty cool tree but I think after they changed something I think you need like atleast 6-7 models just for 1 tree so lapan had given up
was not as big of a swing tho but lemon was No2, beries beeing first cauz science i guess
Where was the poll held? Btw
i'm here to either have fun or give lapan shit as much as he's gonna be willing to give me π
on ma live, i steam/rec now since i want to be sure to have a back up for investigations if some random bug happens, tired of trying to "make it happen again" , want a quick pointer
usually on the next morning i have 10~15 clips of shit i need to double think before doing a "@ lapan"
Oh stream on twitch or something? I love watching WB series but all are done in YouTube. I think Eld is only one that's currently doing on YT
eld is an amazing WB player, been forver since i can catch him
also JCTheBeard on YT has a descent WB collection
Trueee out of all the yt series, his are the ones which you can see the forethought and planning
Oh i have finished watching all those hahahaha
i'm a bit disapointed how RCE got overwhelmed and gave up, i guess he got it right away that it would take time and that's not how he runs, gotta respect that tho, know you limits
How much height do you need for the big reactor and water on top? Anyone happen to know?
sry buddy, not there yet, barely toutching pumpkins atm
No worries. I'll save my map and go into WP and find out.
Approximately 20 height from the top of the abyssal mine.
4x height is not a thing anymore?
@shell fiber This is a map where no player-usable piece of ground reaches the bottom of the map.
This build was obviously done in dev mode just to make sure it works where I wanted it. But the map is designed so that the aqueducts are on good solid ground, albeit sky high. The abyssal mine is at level 57. π
Oh, and ignore all the square towers. Those are just markers for me. The map still needs a LOT of work.
Not sure what you mean?
there used to be a mod that was extending the max height of buildins and whatnot mainly in the WB because of the sequoias
Those setting are in one of @radiant arch's required scripts I beleive. But this map is already beyond normal heights so I needed to verify. My original location was too night to build it without making the map taller.
It is currently 96 x 69 x (69 +13)
Highest piece of ground is currently level 62.
13 iirc. Or that might be the height of just the reactor
It was 20
I was very very wrong
Btw am pretty sure there was a mod that allowed you to mark like reference lines for measurements
Probably, but I am very leery of mods in the map editor. One I use is already broken in experimental. πΏ
Offficial Complain @shell fiber : where is my option to not spam medium tanks? even emberpelts are converting to giant tanks...
That is the giant tank. Holds 8,000 liquid.
suffer π whole mantra of the mod
That's what the Gigargantuan Tank is for
On a non related topic, Memory lanes brings you the OG King/quuen of the tanks .... and i mean to do diaorama with WB, need a "in between" and as long as we kiss on the dynamite i'm cool
also, ... would you kiss me on the dynamite?
Ah crap
I think I understand better the transform modifiers now, I'll give it a new try
I wouldn't mind π
I don't think French people would get offended by a weird pronunciation, I find it usually funny.
But people will likely correct you on your mistakes, which is often mistaken for being annoyed at said mistakes. But it's not true, there's no annoyance behind that, it's just how we learn it ourselves. Just read out loud and your parents will correct you
Laughs in Mars climate orbiter ππ
As a child I learned Frère Jacques in the original French first, then in English, then in Spanish (which I since forgot), and many years later in German. If only I had continued to study all those languages.
Classic
You can call it that π
I didn't have the "typical" American education. Which probably says a lot about why I learned to do so many things and had so many interests. π
I just don't want to upload possibly buggy updated on steam
But it will be uploaded there soon, if people find no issue on mod.io
Where does that come from ?
Damn I haven't been able to follow his series lately
I told him the mod is big free and had a tutorial now, with the caveat that it's still much better to familiarize with the mod off camera first.
I'm semi hopeful he'll come back to it when he'll be out of fresh timberborn content, but I wouldn't be surprised if he first went for the emberpelts or leafcoats
There is a spec file for that now, I have an edit interested
Giant tanks are a problem because they de-incentivise the player from making a proper dam.
So if you don't want to have a million medium tanks... Just build a dam βΊοΈ
But one can't drink from a dam. π
It's pretty hard to study a language you have little actual use for. I used to study German, but my brain remained hopelessy impermeable to it. Probably because I have zero use for German, but also because it is taught in the most horrendous manner in France. "Have the whole class be entirely in German" was there plan, a great plan where as soon as you fall behind, it just becomes 100% incomprehensible.
And in the meantime I learned English mostly by playing video games. Shining force 1 and 2 on mega drive specifically
Back when I was much younger and still pirated games, I had a copy of one of the ANNO games that didn't have English as an option. That was before I new about Google Translate, if it was even live then. So I had to do my best with German. Did well enough to play it, at least.
And lest anyone wonder, my ANNO is legit now:
It would also probably help if those of us making maps and claiming they are WhitePaws friendly make a little more effort to encourage dams by our designs.
my live
can't compete with the quick dick joke cheap edit content, not trying to shit on RCE but... your mod is better then that β€οΈ
@shell fiber Error in tutorial: "From the Directorate of Mechanical Advancement". One step was about Water pump upgrade. The next step has an almost identical description, but the task is to build a workshop. I think you have the wrong description there.
ok but can i dum all other liquids like juice in a fluid dump and beavers will bath in it?
I mean worst case make the giant tank not accept water?
if it's possible
oil, juice, nitro.... and so on, the gap between 250 and 8000+30pop.... i'm sure we are reasonable ppl and can find a middle ground
Gonna try a short video again... just showing off some water bouncing I achieved. If the video works.
@shell fiber How many deep mines do you like to see on a map?
Nope, not unless I rewrite water as a different kind of resource
To be honest I wasn't even sure I wanted the glass giga water tank, it just felt like it was missing
At least one π
Well, that is a given. I said like, not minimum. π
my sequoia feller refuses to fell them now .. at all..
not even shows up to work
re-assigning workplace not works
re-building workplace not works either
Is a tree farm in range turned on?
yes
and all marked and nice and 50+ trees and all
it did fell a few with the update before
I think people would want at least two to build enough modules, and having different choices is already good, so up to four with different degrees of accessibility maybe ? The least one being of course borderline unreachable
seconding that one: 2 for small maps, 3-4 for bigger maps, preferably some hard to reach
Excellent! I have 3 currently with up to 4 more places reserved.
So far there is 1 partially underground (probably the easiest, but I don't think it can go nuclear... I'm live testing some aqueduct stuff so I'll see. I have 1 flooded that needs water rerouted to use, and 1 at the top of the world that you have to figure out how to get to.
the giga one is not a need IMO, the giant one you had was a masterwork, we don't need more then that, yes the piles and warehouse it's something else tho
maybe require more steel? just not ENS locked plz, that's my biggest complain atm, so much stuff is ENS locked right now.... gonna have to skip a bunch of BPs to get to the ENS ones first
and, just to be clear, as much as i complain it's all from the bottom of my β€οΈ
fun fact, crossed the 3kh on WB this week
The ground above this one prevents nuclear, which was my hope.
Took a LOT more dynamite than I had imaged, but that is cool too.
How do you keep track of the whitepaws specifically ? π
Oh, btw any issue with the water canons ?
@shell fiber Your aqueducts work great with my ancient ones! Even the bridge works if using the long aqueduct segments.
my brain
yup, need one that shoots at like 15deg and further
none. no issues at all but for my feller suddenly failing.
cannons work. ens works. nothing lost
also only played those since i had min 200h, max 300 hours in this game
all started with the mush house mod on the horseshoe map back in U3
Well it's ballistic so 15Β° would likely have a poor range π
OOOO and also @storm gulch had my save from hard helix U4 and 1000 island U5 backed up, so if you want some retroactive comments on stuff that it still there for late game i can crack those open.. potentially
I'm very confused about that π€
Canon MKII, MOAR POWA
JC The Beard on Youtube is who got me into both Timberborn and WaterBeavers specifically, though back then initially I couldn't get Whitepaws to work on my game because the whole-- Workshop didn't exist and while I can mod, fiddling for the folders was... erm.
HAH! This is why I'm so grateful to Storage Tweaks actually and letting you kind of modify per faction how much it alters storage because I'm like. "I can leave Whitepaws as intended now?!"
Or only double the storage and suffer.
looking through the changes from last version there's none that should matter. only got a change in templatename here.. so might be something related to my save or something else..
Mighty fine lookin' aqueduct youse beavers got there. Be a real shame if some forgotten hooman relics blew it up.
YES!!! Of course! See above: #1070709592176197642 message
awesome!
I have grown fond of prime numbered cycle events, so one of those I am sure.
With it damaged, practically the whole map floods out. That is part of what you were seeing in the last image, but here it is really bad. And that is just a small hole. I'm gonna blow multiple whole columns out. Bwa-ha-ha!
i've been on the ones pusching JC into the WB, and he served us well for sure
He's so much better at planning than I ever could be. And sure he's learning as he went early on, but like, that made it feel like "Yeah no we all make hiccups initially" like compared to when he comes back with plans.
I love it
@shell fiber long story short, on the new waterfall, canon lacks like 4~7 tiles range to be usefull, as much as i want to use it.... not sure how much i can replan just for the lulz π
to be fair, WB is much softer on the early game atm but the bumb from mid to late is mount everest, not complaining tho, just getting back into it
The bump, is the Blueprints, and the tutorial definitely helps.
@radiant arch Bad tide even floods part of beaver haven!
Oh, and thank you for the idea in you MINES map of having pre-blasted medium mines. I even gave one of them stairs down.
tuto?
found the issue with the sequoia π
it seems a path was placed on the one it intended to fell and it completely stopped selecting any other tree.
well, at least least it's not "learn by failure" now 
this part looks really really well made!
and BPs is easy~ish now, ENS is the big deal, so much stuff is locked behind it now
and it now requires 1k power to run π
you shitting me, right?
Thank you. I spent a LOT of time on it. It has places for clay, a lido, a few river baths, 2 medium mines, 3 large drills, and a number of small mines. Plus it has a cache of dirt and dynamite, and a LOT of wood and metal to harvest. One just had to get to it.
I mean, it's still learn by failure if you turn the tutorial off, or are coming from older updates lol.
And yeah, so much lategame in... ENS
both
3D water as not a thing last i played
like making a pltform under a pump feels so weird
sadly, no.. just had to go through the fun to upgrade to that, when my ENS was far from power and power far from enough π
You are welcome! π
well, good thing i made 47 large water wheel BP today, thank you past me!
gonna have to find the ENS plug tho...
btw: on your other map my beavers just ran out of scrap metal the cycle i got my drill running and metallurgy mastery!
You cut it close!
oh, that's hidden of course haha. lapan missed adding the model with the update. it's in the back, between the two buildings there's a block at ground level that connects. but can't see it yet.
anyway, should be sleeping for a bit... ty everyone for beeing wonderfull beaverbeeeings ( except lapan because this : )

had this set up in 4 cycles + ENS π
and.... EVERYTHING IS FINE
(another trip in memory lane)
( note Gazzette 2.2.7c)
rebranded sunflower, same diffrence
I was trying to decide which of my options to use for the 4th deep mine and then I found one I had already forgotten about. So I have 4.
hmm.. whitepaws never even had a Knowledge category?
Funky. They have knowledge beyond most other beavers anyway.
so it's not possible to build the huge dam upgrades from behind?
or at least needs some scaffolding to reach closer
building ladders to do that here too
just wanted to point out it's not possible rn to build from first two layers in the back
(which likely makes sense as it has to mind the occupation of the previous dam upgrade there)
When Timberborn crashes now I am having to end process steam to get it to exit. This is annoying as can be for remote access. At least pain is manageable right now and I can go upstairs and take care of the problem.
there's no remote console for windows?
on *nix i'd just log into system shell and kill / restart steam from there
Yeah, I have RDP, but my main machine is a dual monitor and RDP into it always messes up my desktop. π
I could probably admin into the task manager remotely. Not as easy as ssh into a system though.
Also back on experimental branch and the latest WhitePaws! Yay!
Well, gonna give this one a try since I am excited about it. π
always fascinating to hear about an operation system that can't even do 30 year old basics π€―
Every prime numbered cycle - 2 through and including 31 - has an event as I had hoped. And NONE of them should give the player any warning time to react! π
The start is over what will eventually be a lot of bad water. In the upper right is fresh water deep enough for a river bath. Three sets of log stairs to get to water may be a bit rough, but we'll see.
Oops... make that 5 sets. Hrm...
I should add a free water tank with that much effort needed to get water.
I have a double cache of berries hidden underground already. Not "too" far from start.
Arrgh. And I haven't added any science boosters to this map.
5 stairs to make any shower / bath is tough
I went over it 3 times and was sure it was ready. Obviously, I failed. π
Even with an over-abundance of wood, it will be tough. I did remove 1 set of stairs needed with a freebie.
The water area already has 1 free stairs into it, but needs more to actually get in there.
1 set of log stairs to get to the water tank (300 water). Then 2 sets to get to the water area. Then a 4th to get into the actual bathing area. Free stairs circled.
that's perfectly fine. can do a cheap shower first, bath later
Here are the 4 deep mines.
#3 looks easy. It wont stay that way. π
Added 1 big, 2 medium and 2 small science relics. Medium and big have thorns.
Another freebie: safe water right beside geothermal. Will the area stay safe? Depends on the player's reactions to the events.
An interesting feature footprint. The blank ones are disabled with channels cut to prevent using them to build to map bottom from the surface.
Like crazy cut. I tested them all before deleting their marker columns on the surface.
And if the player tries to directly open into the water below to fix them... 2,528 strength water that has been pressurized the entire time.
Not saying it can't be done... but that would be quite an insane undertaking.
I think it took 3 seconds to hit the map ceiling when I opened it once.
they build very strong passthru lodges haha
Quite true... but there aren't many good accesses points down into here.
Those blocks are 5x5 so a 3x3 P&L -can- fit inside one... until you hit one of my channel cuts. Then flooded to the ceiling and colony is dead.
you can use a simple ladder down from any 3x3 block above
all it needs is one tiny cheap passthru lodge really
than: why would they go down there?
Okay, ya got me there. How ya gonna patch one of those blocks up? There are at minim 25 holes to be filled, often more, for a 5x5 block if you want it all.
I'm not sure WhitePaws currently has any, fortunately. Campfires for the other clans need to reach to ground as do a couple of other buildings I think.
This was more of a challenge of can I do it. When @shell fiber was briefly talking about log poles having to go unbroken to the bottom I was inspired to make this. Glad he changed his mind!!!
Although long lake was the second time I have done something with poles that tweaked with him. The first was back in U7.
"Crimes against gravity" I think he called them. π
never heard of those π
π€£
Well... time for test 2. I mean not sure if test 1 even counts. I didn't build a single item or cut a tree even before I realzed I had made a mistake.
soo not doing any experiments anymore
like putting a foundry right above a powdery drill set and between a nuclear hot press and giant sawmill (blades might reach the foundry)
That is an interesting design! Still pre-27?
barely.. since scrap metal ran out it actually took 4 cycles to make the metal blocks for this one.. (and planks ran out too cause sawblades require metal too surprisingly..)
4.8days away actually
Gnawing tents, man. Back to basics.
nah, 5 of them make axles already
oh, btw. got 4 bad drains and 2 badwater sources isolated
also 3 seeps badtide proof
I dedicate mine to sawdust and make axels in an assembly line.
yeah.. see.. i forgot about assembly lines...
Very nice! That will help a LOT.
I'm excited to hear how it goes. It may not even be a bump in the road for you with all your prep. Then again, I sorta planned for a lot of prep. We'll see.
Looking forward to you posting a lot of screen captures here if it doesn't go well!
NOX 010 - WhitePaws - Test 1
{wrong window}
Okay, I built a road. This is now a valid test. π
Took 3 days to chop to the water tank. Weird path was avoiding unharvested berries.
oh.. no i was anxious.. but.. these sources wont do anything at all i fear.. 66+69 days...
fear they come in 2-3 cycles too late
@still frigate if i not missed something else?
I forgot how long of a delay I put on them. You probably beat that one. Good preparation.
yeah, kinda got scared by the bad sources and enclosed them. than put my main aquatic farm on the end so wanted to cut off the backside clean sources anyway
Also shows me that said map need a few more tweaks. π
an underground explosion opening up the pressurised badwater source or a drain channel to the two top sources might have done worse
yet - bombs are kinda obvious and can be dealt with too i fear..
yeah
recently found out that farming right in front of small zip tower does zombie them too ..
i hate how rn they not work with stairs at all
certainly something i need to fix at some point
My new map need more tweaks. Gonna have to move some relics and give one more free stairs because of plants blocking the bathing area before rope was available and running out of time.
that's a very difficult one to balance i can imagine
It was quite a distance with a lot in the way to get there.
This stuff is why I play a serious game before I share a map. At least get far enough that survival is reasonable.
Yeah. A big difference!
hmm. actually the ENS might need some decorative lights too?
night operated telescope?
(lights here are from roof above the doors)
Telescopes generally don't like light.
yeah, but fancy buildings do..
and back in university they used the big one to spy on neighbours..
lights or not
Classic!
I'm starting to make lots of mistakes, my tears are stinging my eyes, and it is 08:30 hours. Time to sleep.
good night
Here's what I got:
Not sure i understand, having a path in the wrong place cause the beaver ai to get stuck ?
either that or a building. not got the game right now. but i had two sequoias that:
- had a path on the planted tile
- had a forester overlap some of the tiles
removing those made the feller work again. (it never visited the workplace once while they existed! AND tree was fully mature. seedling not mattered)
what i can't tell is which of both was the issue so far
I thought it would be, that's odd π€
Tell me if you find buildings that should light up but don't
What do you mean a Forester overlap ?
A path on the central tile where the trunk of the sequoia is ??
seems it was this one
the one behind sharing the tile with the forester curiously might be fine???
(or was just never selected. might be having trouble too)
so having a path on the tile with the sign might not work
Hmm... That would require a lot of testing...
missing lights:
- balloon traders (lodge has, but ballon / platform has not!!)
- giant flies!!!
- valve lodge might not have them
might be fun?
- small towers with a small yellowish light in tower top?
noticed:
- foundry feels a little meek. remembered it much brighter / fiery
If you can be sure that's the issue, I can change the occupancy
Okay, weird but whatever makes it work
Happy to have been of service π
I think you'll like the new dam MK2 i added recently, as well as the automation π
Although I didn't exactly invent it
that bachelor.. in .. hoomanities.. lovely.. just.. unexpected..
discovering it was needed for each facility when in need of their output.. this will take soo much time to make now haha
And people wondered why I made a stack of four of those things!
@radiant arch Can't build this as planned. Gonna have to make a double stack then back and forth them since I don't have the advanced rope crane.
But I will get it!
No science to unlock the advanced crane.
was it science locked still??
my copy says no science costs
just needs that scrap metal
pretty sure i changed that for you some time ago
given other factions cant access scrap metal anyway without massive science cost
All hints of needing science are in my head.
It does need metal fasteners which I'm not making yet but I can fix that!
yeah, makes more sense here
yep.
so post-DC
Which I am.
Overkill on the ropes. I remove what i don't need. But also the stairs on top... yes, I went straight for it. πΌ
but ropes not build from below
pretty sure i could build one in february (i use them very rarely only)
I use them a LOT. Maybe it was only the gargantuan storage I needed them for.
I'll rmeove the ropes and see if they build.
I know the bottom 2 will.
Nope! Need the ropes.
Bobbing fixed the vertical build issue in both his mods I believe. Something about an "allow build up" trigger/flag or something.
it's on the list, yet not seen the priority..
but here i see now.. you need to put them each level to build above?
Of cause I can't make fasteners yet because I don't have clay online. /laughs. But this map has clay spots.
I think every other level.
They stand on the rop to build up.
oh, right.. i had to fix that..
they went through solid rock when not forced that weird way..
That's cool
so annoying actually plants and buildings and solid rock all are identical to occupation check.. .
I'm sure they'll patch that someday and then break a lot of mods. π
I love this no warning delayed activation!!! Bad Water Surprise!
Clay bath and water. It is waaaay over-taxed, but it gets the player going.
sort of. There are no player-accessible water taps on top. Bad water, sure. But the beavers gotta haul water their own water to beaver haven.
Of course an enterprising player may chose to just dynamite access into the undergrounds watering tunnels.
Wait! No! Dynamite not needed. I -did- provide a water tap. But using it is a risk.
I'll have to test it out once I get up there.
can be sealed with whitepaws, but not other factions?
Any faction can build a levee there.
oh.. right.. but they can't just plug a pump in there π
Wait, can Whitepaws? Not sure if I have a place for a pump pipe inside anyway.
Hrm... a 1 unit pipe might fit.
Remember the emergency food cache I hid on the map. I was sorta stupid with access. Gotta cut though "pink tress and brambles" (Beaver musical group name there?)
Unless using your rope mod!
might need 1 dynamite here, but should work
rope mod seems to be rather popular π
Dynamite is soooooo dangerous with my watering tunnels. π Some many ups and downs and loop overs. Dynamite in the wrong place could turn beaver haven into beaver wasteland.
oh btw.. the fake dirt blocks.. those are soooo super fast to make!
completely blocking off the underground abysses with them
I could foresee it tying with ladders for one of the most popular/useful mods.
just a cycle and bam 60 blocks out
Those thigns are so cool! It just takes so long to get them going and I was in a hurry on that playthrough. Plus I was running 7 drills so I had dirt.
5 days in the project (had to make dynamite first)
You didn't blow the side?!
yeah, had 16+ blocks from dirt before
i not wanted to, no... why waste all the nice water???
Oh, wow! I hadn't considered a player NOT blowing it to access the stuff down there.
Cycle 27 (may 23 on the latest version) and I blow it!
well, i technically got this now and could just rush to the wonder.. just wanted to test all new changes first..
cycle 28 here. lost 4 cycles to ingnorant brain and not noticing my sequoias never got felled.. than waiting on foundry after scrap metal ran out just before.. and forgetting about fasteners.. and took a while to recover..
So much stuff to keep track of and remember. A little worse with my current mental health. I mean, I make a map in ONE day and before I am done I have already forgotten several things I put in it? Like that 4th deep mine?!
I had a near-photographic memory when I was young.
Yep. Live Survive and adapt.
applied for two shifts to taste-test?
Evil twin?
I -finally- got my advanced rope! Had to put in a coal mine real fast. Used 1 dymanite. Gotta be careful, not making that yet.
Also my colony is faving starvation. I was so obsessed with with other stuff I forgot to build a farm until like just now.
And I don't think they'll use the emergency reserves from a rope.
Not a great place for a farm, but it will get them started.
do they need to connect to path?
Almost certainly. But not 100% sure.
Tree/bramble cut and 3 stairs to get to the food cache.
Oooh! The rope has them working on the 3rd stairs already since it wasn't plant-blocked.
They are sorta holding their own on food. Slipping a bit.
This map has LOTS of live berries at the start.
That surprise bad water has laid waste to some good land. But WhitePaws can fix it... in the future.
Okay, your advanced rope got the level it was on and 1 up from it. So I need 1 more rope to finish my tower. Of course I can break and reuse that one because I -always- play 100% refund. Any faction, any difficult.
rope only should cost 1 log to rebuild either way
Stair built from rope. Forgot a need a platform. I didn't want it to be too easy. π
The metal fasteners
things with 1 cost always return in full π
I'd hate to lose one of those at this stage.
Nice!
Nooooo! /laughs
Another stairs needed here. Ah well. Lots of trees to cut.
That still crashes? Awww. Hrm... I have done that though?
Some places trees can only easily be cut by rope access in this map and long lake. And it was fine there.
it just zombies the beaver. but losing a worker forever and have them not breed can be tricky early on
it's only the one tile right below the rope
Huh. I'll watch for that.
1 hole with tree, surrounded by blocks scenarios I have used the rope for. Hrm... I wonder... deleting the rope to strand the beaver, then unstuckify?
Beaver Haven has been reached!
So easy... when I actually get my beavers down to that!
CRAP! Bad map design!
The water will flood the power. CONSTANTLY. That is cause for a major edit.
I have a fix! Gonna dev mode it here to test.
Put the geothermal 2 blocks higher.
That will be edited into the map.
2 gears to make the power reach down?
and log ladders and all.. lots of logs..
nice!
Well... ya know... I could give a cache of gears also... but I'm not really sure that is needed. This map has PLENTY of water. This is just an incorruptible source the player can figure out how to best use.
oh, it's perfectly fine to use 2 gears exactly on it
If they urgently need power, it does have a friend. Not sure if I'll raise the second one or not. Leaning towards not. Opinion?
Not at 100 hp
not sure where the water is supposed to flow
100hp for it?
or bp, as it's called in my games π
I usually run that mod. I stopped when I wiped all mods trying to track that one bug in early 1.0 whitepaws...
is it less for other factions?
More for others. Like 500
With WhitePaws I recommend dynamite here for water flow... I'll probably dev-test it later.
Gotta dev-test some stuff if I want as many fixes in as possible before next map edit. Sometimes I even undo the tests after I run them.
It isn't safe for too much dynamite there, but a single row of 1 deep will be fine.
or put a building?
Berry cache has been reached! +400 berries for my hungry beavers.
Building is the safer option.
You should try to path find some of my water trails in this map. I get lost sometimes. They go over and/or under each other, sometimes by 10-20 levels just because of all the water stuff that goes on under the surface. Especially up in Beaver Haven.
new water pump project π
A lot of stuff liek this too. It pressurizes the tunnels so they irrigate the ground above them more reliably.
!? Really! Nice!
had to put some of them somewhere and here they can harvest the seeps that would otherwise just flood!
was really nice of lapan to make them fill the height so they can safely seal the water in
this one... I'll try
- over some
- up 4
- over some
- up 9
- over some
- up 1
- long winding irrigation tunnel
- up 1Β½ for pressure (image above) then back down.
- medium irrigation tunnel
- down 1
- long winding irrigation tunnel
- up 1.65+ (natural dam) for pressure.
- down 2 over 1 (twice)
- down 7. Another natural dam probably not needed
- over some
- down 2 & over some
- down 1 and over, then back up 1 (to get around a different water runnel)
- very long U-shaped tunnel to get around other obstacles
- down 1 over 1 twice
- down 3 into waterfall to lower level. (circled on image)
All that waters this:
And I have like 15 of those or something. Okay not that many but still...!
i like blocking the end of those to have them fill up with good clean water π
except when bad water gets in and it poisons all the stuff it was supposed to irrigate. The tunnels do evaporate, but so slowly.
The one under the starting area in Long Lake I blocked though so I could keep its source seep manually topped with fresh water and reduce any bad water.
Still getting established up top, but this deep mine is the best candidate on the map for a nuclear reactor, IMO. The one you see down below over the side would be good, but it needs major flood protection.
well, that would be easier after the first was running
setting up a 7.65m dam is sooo fast now.. just put a GMO / Sawmill / .. and 3 dam upgrades and done
can go to 9.65 with a row of pumpts too
unimaginable just half a year ago
NICE!!!
I love how @shell fiber is constantly evolving this mod!
gn
Beavers no longer starving! Yay!
Now to start to actually advance. /laughs
@radiant arch Cut with no problem. Immediately took the log to the flag then went back to work.
Same with the one above.
By the Gods these brambles are really annoying now! I love it!
What are the left and center ones
Yeah, but I never understood how it worked π
Ah, so it does still happen ?
That hole shape is a bit suspicious to me π
There's still a non-zero chance I'll revisit that building in the moderate future
would guess it's something related to the nav mesh group. when i set it to custom to avoid the stairs movement messing with it it re-introduced the bug..
tbh i made a drain to handle just that case π
would suspect it's similar to the issue with the sequoia and farmers getting stuck if they try to harvest on the entrance of a zip tower
Never actually saw this one
But I suspect you need at least one length of path to allow the beaver to transition between Zipline movement and land movement I guess π€
it's cheating anyway - the small zip tower only will register as lodge when there's a path on the entrance. so it can just work as a 'gate' without that. but one must not put a plant there
Can probably be solved by adding an internal path, at the expense of one unit of range for connected buildings
would feel the range is more important / would miss it
Yep. One has "Free stairs" and the other doesn't. Just a nice little bonus. I stole the idea from @radiant arch .
Left is the crappy rope. Can't place it on buildings the rope only goes 2 levels instead of 3. But less resources to make. Center is a double rope which I have yet to figure out a use for.
it's to go over a 1-wide ridge - rarely needed
You may need a new faction, one brambles based π€£
Makes me think of this from 3E D&D.
I'm on day 110 and I still haven't used one of them.
oh, a minor thing, but collider on giant dam upgrade overlap path - can't select a path on them
oh and not sure this was due to the modifiers added: there's vanilla "campfire" and "rooftop terrace" well-being now. likely want to #remove those?
(shrub too, but that was there before i believe)
another one i just notice: balloon is currently not used - the trading balloons lost those at some point (thought that was intentional, but maybe not?)
Well, my map has failed my test. Aborting game and editing...
"and even more gimmicks and challenges were added" π
That is a given!
Speaking of... which do you like better:
No notification of delayed events; they just happen in the background.
-OR-
1 day notification so the player knows what is just about to happen, but has no real time to deal with it.
1 day is fine. i might miss them if not for that. plus i might like the panic
In the 5 cyckes I was testing 3 events happened. I only noticed one of them and that was because of the sudden appearance of bad water. There is no chime, no flicker of text, nothing, when in "stealth" mode.
I believe a day will give the warning chime. And it -can- even be less than a day. It accepts decimals.
After a few more days of playing my new WB save (a couple hours at a time) I have nothing but praise for the new tutorial. It's an absolutely massive accessibility feature to the mod, and I enjoy the humor tremendously. I feel like I'm dogpiling praise a bit but it's earned
You have my total agreement. I laughed my ass off at some of the parts. And learned yet more things I never knew.
Well, with luck, I found everything that has a delayed start.
With even more luck I remembered all the problems I had in Test 1 and dealt with them. /laughs
Aaaand here we go again.
Back to the editor.
oh, just noticed: the giant pillar base is hidden rn. so can't build any of them in regular mode π±
Found and fixed first try! (It was obvious.)
We might need a hotfix we can manually apply until @shell fiber gets that fixed. I expect it is a small edit in 1 file?
you just need to 'false' the DevModeTool in Buildings/Whitepaws Faction/Townstuff/Platforms/GiantPillarBASE.Whitepaws.blueprint.json
i believe to remember he was working on those. so not sure they are changed or not
This time I spammed woodcutters and got my beavers to the free water by day 2. I should have them to baths by day 3, and probably be getting 1 or 2 water pumps setup.
It was day 6. But it was still an acceptable amount of time.
gn
Terraces might be difficult to start on, the brambles there are the first brambles i can get and i need to pull some bridges tricks
https://steamcommunity.com/sharedfiles/filedetails/?id=3673367618 might help some, to just access them (cheap ropes that extend range, but not path)
would at least skip the need for the bridges
(note: there's a bug that cutting a tree on the tile with the rope might freeze the lumberjack, best not mark that tile for cutting)
I'll try it without it first, might be a nice challenge
and this area might be really unaccessible until some dynamites
odd one in the logs, no idea what i means:
Building tutorial step deserializer for FarmOrForestryUpgrade generated warnings:
- 1 *** NerdyAttic.Whitepaws has the wrong count: 2
wow. had reached 600 beavers quickly when adding the heavy industries. and suddenly with the abyss factory + labs could just remove 150 beds from no longer needed industries and old farms and traders that barely did any work
really tricky part of this faction that population management
https://mod.io/g/timberborn/m/water-beaver-overhaul#dependencies still shows TimberAPI, which doesn't actually do anything in 1.0 (just a version-1.0/manifest.json that says "Description": "TimberApi features are implemented in the game."
Probably supposed to be TimberCommons now, right (that's the one stilla ctually in the water-beaver-overhaul/manifest.json)
Also, Installation & update guide still mentions Steam\steamapps\common\Timberborn\BepInEx\plugins
Similarly with Knatte's More Groups vs Luke's Moddable Tool Groups, I think?
more groups is an addon now - works better without tbh
mod.io also still shows a dependency on the old Billboards from 4.1.0, which I thought was obsolete
it's safe to assume the actual descriptions on mod.io and steam are ancient and dependencies there not to be trusted really..
The repelling crane, as it was originally known, was added into and a part of U7. Lapan kept having trouble so removed them from 1.0. So it is more WhitePaw valid than one might think at first.
bobingabouts housing optimizer is virtually not working for me either once population hits 200+ with whitepaws
Definitely use the other one. @shell fiber should change the dependency to it.
Commute Balancer is better!
the term confuses me every time. 'abseiling' likely would not be understood in US?
repelling is so weird - it's not repelled, it's rappelled.. or abseiled really, isn't it?
leaf coat beaver mutated from drinking badwater π
That may have been -me- spelling it wrong.
oh, i seen that allover too wanting to check proper american spelling, so certainly not on you alone
Yeah, someone who actually does it would probably know both words, but rappelling (not repelling) would certainly be the more common US term
I have never come across the term abseiling before today.
A lazy search found:
Abseiling (or rappelling) is a controlled, rope-based descent down vertical surfaces, commonly used in mountaineering, canyoning, and caving. Derived from the German abseilen ("to rope down"), it involves using a harness, ropes, and a friction device to descend, with risks including equipment failure, falling rocks, or anchor issues.
Just German vs French root words
yeah, something like that. no idea, likely has better words for it and always open to suggestion
in bad Southern US accent, "It's ah climbin' rig"
(I actually can do a passable southern accent but the bad ones are more fun.)
nah, both abseil and rappel are only for going down. climin' takes a whole 'nother rig
My dad's mother used A LOT of southern terms and slang and I spent a lot of time with her as a kid after Grandpa passed.
And that was 20s/30s era southern slang. π
And here I am waaay off topic again. Sorry.
@radiant arch I managed to build my tower without the advanced rope. But barely!
And just as I am finishing it, the primitive metal works finally comes online and I can make the metal fasteners. /laughs
And done! My beavers are now 1 log stairs away from ascending to Beaver Haven. 
My pre-dug medium mine pits are what finally failed the last version of the map. They were 1 square too close to the deep ruins (and bad water stuff for the second one) to build the mine. So they are now moved.
And I fixed a bunch of other stuff.
I got side-tracked and forgot to post it, but I did get the 1-day notification and audio alert something was about to happen.
It is still onscreen.
Just one time... just once! I would like to look at my primitive ironworks and find that I didn't forget to setup coal. Scrap metal flags are building but once again coal was totally out of my mind and off the radar.
@radiant arch A follow-up...
Even with the warning, I totally forgot to go and remove the leveee by the baths I had built at the start and now... flooded.
I'm just glad deleting is a player action and I don't have to wait for beavers to go dismantle it.
After the water source activation and adequate water was available, removing that one blockage (under the district center) greens up the farming land on top of the sealed aqueduct and then dumps out way on the opposite diagonal of the map.
And as you might notice, the farming land on top of the sealed aqueduct is now 10/9 wide instead of 4 wide as it was in the previous version.
Check this out. I added natural stairs at the top that go all the way down. There's nothing down there, but at least there are stairs leading to the nothing. π
Next map edit should I add the missing "feet" to the bottom of my support columns? I think this is my first aqueduct map without them.
and, missing "feet" will be thorn ?
No, I just devmodded it because I was thinking about replacing it with an other one, and then changed my mind but forgot about the original one π
looks nice like that too tbh
Naw. Thorns are for relics. Stairs.
It was my best attempt at mirroring the arches at the top.
In my new head canon, medium and large relics spawn thorns.
Either that or thorns spawn relics... I could see Beavers finding https://www.youtube.com/watch?v=Jp-h5zD5Xjs and wanting to understand this hooman magic....
Growing furniture? In the fertile hills of Derbyshire, England, that's exactly what they are doing, growing furniture. Meet the man behind it all on a new episode of "That's Amazing," co-created with Great Big Story, Sunday at 9:00pET.
tar looks odd here?
For the record I won't be able to mod much until Tuesday π
have fun over your weekend!
yeah, it makes sense that Tar has to be kept hot, but the hand of soup is just such an odd container to end up using
(and 1500 tar is such a huge amount...)
it's filled almost instantly from abyss labs..
really like the bigger one for late game (50k)
just re-used the tutorial one here (usually not building any if not in real need)
odd place to get stranded π€
why 1m above the field? (edit seems like loading on the transit up curved stairs can glitch in base game haha)
Its mostly that im lazy to download things again
geez, brambles with vertical spread are a whole 'nother kind of menace
Its very evil
I don't mind it since the rappelling ropes exist, which gives you way way to rough in a path down and clear the landing
but it would make this map very unplayable otherwise, since you'd never have any chance at getting to stairs before all the possible landings are full of brambles
well, other than just cheesing by putting in plans for fences/crops/whatever you're many cycles away from being able to build
since (I assume) plans still stop them
@shell fiber I think you have the wrong coordinates in the WaterObstacleSpec for the Methane Engine
And this is causing it to crash with
InvalidOperationException: Column for index 12444 and height 12 not found
Timberborn.WaterSystem.MutableWaterColumnRetriever.GetColumn (System.ReadOnlySpan1[T] columnCounts, System.Span1[T] waterColumns, System.Int32 verticalStride, System.Int32 index, System.Int32 height) (at <715b7354049d4c8686c92a1c04e67d64>:0)
If something else waterproof (terrain, another building on a platform, etc) occupies the voxel above the entrance door
I assume it was supposed to be the 2x3 footprint of the building itself that was waterproof, but not the Y=0 row that contains the entrance arrow and the spinny bits
Seems to fix it
I wonder how many days (not cycles) I should give a WhitePaws player before blowing up the starting location? I mean it has to be long enough to expect them to have built their new DC and scavenged the broken kart or they get resource soft-locked.
very tricky .. i take from 2 to 5 cycles. leisure might take more
a certain water beaver addict took much longer once
If one squints then it sorta looks like an angry face carved into the cliff like a giant pumpkin.
Silly text.
Can Housing Optimize be swapped out for Commute Balancer in requirements?
It will work if you do that.
unrelated:
it's usually not enough water tbh
Yep. The distance to water had too many oaks and things to get a path there. I tweaked the map a bit and my strategy and made it second try. But now... I am building on borrowed time.
Thats a big explosion
Yeah and this isn't showing all of it. This map is made to kill. Now whether it will or not is yet to be seen, thought it got me once already.
I took the jungle approach again. There is too much vegetation. At leaast until it gets blown up. Not only is there a lot to cut to get to water, but there is a pine and berry forest between start and the stairs that climb to "relative safety."
i love all the free logs π€€
wait until you have filled a stack of storage buildings and still are struggling to cut your way to safety. THEN tell me how much you like my abundant logs. π
how cool these stay when playing other factions!
Yes. That was done very well.
trying to remember how to play vanilla factions .. they are so weird
like, i'm all on edge for 'things to happen' - and nothing does happen.. it's just slow smooth sailing
I have been drowning in inspiration the past few days. I can't get 1/4 through playtesting a map before two more are bugging me to get made.
This is one of my maps that blows up your starting area. On a real danger to WhitePaws if one is pawing attention.
But it takes so much more than just the starting area. Nearly everything in the images will be destroyed. Not just what is red now. 16 chained bombs await.
I'm sure I have a WIP map or three that would make vanilla factions more interesting. π
not right now. need to get on with the seasons
could get them loading, but UI changed
and need to re-enable the features it needs
I'll share a snap of this before the first explosion (in 10 days) disfigures it.
looks great Nox!
I'll look into it π
First explosion took the second one with it. I thought I had prevented that. Oh well.
Another 25 days until the next one goes. Am I going to blow the land bridge? Perhaps.
EDIT: those bombs are right above the starting DC. Flooding the player out is also a valid concern.
A fatal design flaw was discovered. Rather than fix and restart I have exploded 2 blocks in ||DEV MODE|| I will fix later in the map editor for the next version.
After all, that's what these initial pre-sharing tests are for.
Without this new hole (or rappelling ropes) there would be no way to get that metal and actually access the upper area. It was too far away from the hole I had provided. I meant for players to be able to get through here before moving beyond the broken kart.
Of course I'm not waiting; I am risking building my new DC near the doomed starting area. At least this spot --looks-- safe. But then in map mode my last explosion didn't look like it would take two bombs with it... or I just screwed up, which is more likely.
Question to players: If you new this whole are was doomed but not how long you had before it and blows in about 100 days, would you even try to go for the oak and metal on that island? It is a significant amount of both. (It shows up how much time it has even without being in dev mode.)
As a player myself, I -hate- wasting resources. In games liek Fallout, I am always overburdening myself and making repeted trash runs just in case I might need it. Fallout 4's junk building was VERY rewarding to that behaviour.
I've also been told that I am the kind of person who will spend a pound to save a pence, and that goes through into my game playing. Very Scottish of me. π
EDIT: Assume pre-library tech but the player has their new DC.
Also a WhitePaws design question. There is one square where water can flow off the map, which insta-drains (15Β½ hours!) this lake in a drought. Would you:
- put in a setup like image 1 to control the outflow and make bad tide easier to deal with
- Go with image 2 to significantly save resources?
- something else? Please elaborate if you would be so kind.
Why the elaborate setup for bad tides? Couldn't you just do it with a single floodgate?
Assume you are early game and don't have them researched yet.
but then isn't #1 out of reach too?
I guess I don't recognize the buildings well enough
1 requires no research. Just a primitive forge.
The buildings are
- primitive "corner" dam,
- 2 lodges (storage in this case)
- the valve lodge
(2 also requries the primitive forge)
In this map there is supposed to be one or more bombs going off every 25 days until the bombs are done. That constant countdown in the lower left is sorta panic inducing. π
Bomb 2 went off and took #4 with it. (Bomb 3 had gone with bomb 1.) The land bridge remains, for now. It doesn't look like much other than a big crater that doesn't do anything. Not even the relics were damage. ||All as I had hoped.||
The next bomb will be in 75 days. Clicking on it shows that our water supply and probably our baths are doomed. Of course we already know that. The "big one" will take them out in... 100 days. But now we have less time to prepare for it.
I'm either gonna need another map edit or to make "Rappelling Ropes" a required download along with the map resizer if/when I share this.
Anyone notice that you often have to pause all construction to get your builders to remove plants, even if the plants are marked as high priority and the buildings are not. This doesn't happen all the time, but often enough I have noticed.
I think this is probably a game issue, not a mod bug.
I pause, the remove the plans, then I can unpause the other construction.
@radiant arch @heavy lodge When the brambles were upgraded, did either of you give all the plants a boost to their reproduction speeds? I'm having saplings showing up in a freshly cut area quite rapidly. I don't -remember- them being this fast, but my mid does like to play tricks on me.
Here is another beaver building thing I am having a LOT. If I want that building finished I have to go pause all other projects or wait until said projects are done. Sometimes it seems to get stuck leaving multiple projects with all materials but not finishing any of them.
I do not touch any settings for tree except spreading direction.
Just had to ask. Wasn't meaning to sound accusatory.
Not that. I've already discovered an issue with the script pack, a tree sidling marked for demolition, if mature, can spread as sidling marked for demolition π€£
So, what you described, it's possible and worth checking.
Other than loosing a bunch of logs and some resin I had no more storage for, I have this bomb blast area cleared out.
In other beaving news, my beavers have reached the "fallout" shelter I put on this map. π
- 900 water
- 160 dirt
- 160 metal blocks
- 160 planks
- 200 explosives
- 200 gears
- 200 resin
- 200 berries
The idea behind this is that if players didn't get to safety and established fast enough that they would get a really nice second chance if they at least had a DC and could get here.
From the outside it is just a water tower in the forest under a bunch of ruins.
Yep! True to form I forgot coal again!
I love @ionic swift's modded achievements!
@shell fiber or someone shoudl make some WhitePaws specific ones.
Like, demolished 20 brambles in a single day ? π€£
We could have a whole chain of brambles-in-a-day achievements.
Well, it is painfully obvious that I designed this map with looks in mind more than logical practicality. Badwater is on the other side of where science and the player's main base are most likely going to be setup. Zip lines will fix this, but I'm not doing them until after all the bombs are done going off and I can see what's left. Plus, you gotta have science to get zip lines.
Here is a current case: There are two high priority builds. One hasn't been started. The other is sitting at 92%. Morning will start day 4 of this. But if I pause -everything- being built, this will almsot instant finish and the other high priority should rapid build. While I only have 4 builders, this still seems wrong.
Hrm. P&L stack did it. π
Bomb #5. All the way through the layer. This lake will very soon be no more.
25 days until the big one!
They might have inadvertantly done so, at least a little. The spread is expressed as a reproduction chance, I think tested for each cell it can spread to. With more directions it can now spread in, that chance gets rolled for more possible destinations... which is more total chance to reproduce
oops, replied to the wrong question
I knew what you were referencing
anyway, I wouldn't think it changed anything on flat ground, but in hills it probably overall spreads faster as well as farther
I was happening through all of this. Mostly flat. And it was happening 3 or 4 times in that center tail to the pumps. That was when I finally posted about it, jsut to see if it was me.
I guess I don't remember if trees could spread diagonally before
No worries. At this point just trying to provide any info I can.
google says no, just the 4 closest tiles. And now they can spread diagonallu (including corner to corner), so that would be about twice as fast
Makes sense
corner to corner freaked me out when brambles manged to jump through what I thought was a solid rock wall
but actually the cave below did touch corners (which I hadn't realized)
I'm gonna try to record this explosion. Going to use dev mode and run at ΒΌ speed.
I failed. It froze for processing and I sorta scrambled and lost slow speed while at it. But here is the aftermath of bomb #6.
#7 looks sorta harmless. But... it is what the map is named after. There is about 3000 units of bad water generation going on under there, pressurized, that will be released. This is where I will likely die, instead of the chain bombs after it. But we shall see in 25 days.
5 days after that bomb goes off 4 more bombs will start, each 5 days apart. This will blast open the underside of the map and add a lot more drainage as well as take out 5 50-strength bad water sources.
Currently at day 153. Kimchi is fermenting so science can -finally- start.
Aaaaand the inevitable first bad tide approaches. It will hit 7 days before the bomb.
I don't have PRF yet because I don't have the science to unlock the distillery. π
I now have 12 science. /laughs
The bad volcano has erupted. Toxic waste shoots to the top of the level.
12 hours in and the remnants of the old colony are about to be hit. It is climbing fast!
5 days before the first relief bomb? Doesn't look good.
The second colony is flooded and gone. Fortunately I did get a new DC built in time and migrated everyone to it. Not that they followed orders. π
The map was made with this corner drain, but it is being overloaded.
1.8 days until the next bomb and the bad water has forced its way through one of the holes in the upper river. The second, much smaller, corner drain is failing to keep the bad water levels from slowly creeping up.
Two holes in the upper river.
First new hole in the side. Many not look like much, but it should keep the water from rising too much more.
Yep! Wasn't sure if one would be enough but the river has stopped rising.
Drainage is still severely overtaxed.
The map is doing what I had hoped/planned, more or less.
After the second of 4 drainage bombs went off the bad water is no longer coming up into the upper river and levels are going down significantly.
Ooh! The RNG is giving me a second bad tide. This will be a mess.
I didn't even put any extra bad water pipes into this map. I figured over 3,000 in bad water form below was enough. π
For the grand finale, we have the chain bombs in 11 days. About 4-5 days after the 4th drainage bomb goes off.
The third drainage bomb has uncovered the wasteland that had been our home. The lower areas as still flooded. But in a few more days they wont exist anymore anyway.
The 4th and final drainage bomb did NOT return the world to pre-eruption liquid levels. But it is closer.
One good look before the cluster of bombs goes off in 0.9 days. The warning only says 1 bomb, but they will chain react.
Hrm... the game has stopped responding. It worked in the map editor... but I'm running a lot different of a load in a live game.
Memory usage has tripped and is still going up, so I'll hold out hope that it is cal... it just resumed!
Welcome to the new wasteland. The upper river will soon be gone. Parts of the land bridge are done. Those first explosions are now a gaping hole.
In the second image we see what is left of that original colony level.
The bad water eruption briefly reached to the third layer but seems to have stabilized here for now. If this behaves like in the map editor that will repeat with every drought.
Time to rescue 9 standed beavers. Or... unstuckify them. π
Oops! The secondary/upper baths are no longer accessable. Nor is the bad water source. I got some engineering to do. 
I also lost more upper level farmland than I had anticipated based on map editor tests.
More unexpected damage. Lost the water supply that fed the small and large upper lakes. That takes away clay mining.
I can modify the middle lake for that.
Well, the high drama is over. I hope at least some of you enjoyed the way I presented this.
OH !@#$
The "fallout shelter" was partially lost!!! 2 of the 3 water tanks and the metal blocks! Had I but anticipated that.
Hey! all 160 metal blocks are in the scrap. Good enough!
my husband after seeing so much of the bottom gone: That truly is a fall-out shelter.
Some ideas
Your water beavers bot dies of aging
Have a bot haul 750kg of good at a time
Have 100 degrees of a kind
Build wonder without going over 200(no. Can be decided) pop
Play for a 100 cycles
Build 100 dirt block using normal dirt
Have 100 gold bars
Oh no. The middle lake lost its water source. At my research level, I can only temporarily hold back the problem. I need to be able to power the aquifer but the only geothermals on the map is on the other side. I don't think we'll live that long.
I need to add a geothermal near the aquifer for this map to be reasonably survivable by WhitePaws in the time I set for the bombs.
Yep. Death is inevitable without having reached at least platforms and having a mechanist and a architect. I'm not gonna spin my wheel in futility.
The map was successfully tested. The colony failed. Time to tweak some things with what I learned.
I wonder through... should there be more danger from the bad water? Like make those drainage bombs 10 days apart instead of 5?
Getting to this area would also have saved the colony. But there isn't time to cut my way there. And, again, I would need the good platforms at minimum.
Dam it all, admitting defeat withotu a game over screen is so hard for me to do.
The beavers got dirty too fast to have legitimately built this.. but it would have kept a small colony going.
Now that I have done that in ||dev mode|| I have no choice but to call this colony failed.
The other desperate thing I was gonna try and ran out of clean beavers, was blasting down (very dangerous) and building P&L lodges up so that my beavers to get to the bad water. Because if they could get there, I could work them up to the river head.
I'll gonna try it manually and see if my beavers would have been successful or if more of the world would have dropped away. π
Yep. It would have survived the dynamite.
The rest of the map's notice:
The weird phrasing is a reference to another game.
I have added to the start because of the two major delays.
-----
We find a pair of brothers eating breakfast.
"THE END IS NEAR!"
"You squack like a duck!"
"This is no quackery, my brother. This is beaver SCIENCE!"
"Science, Stience, Shmience. Just eat your berries and bowl then get back to work."
---------
But the "crazy" beaver wasn't so crazy. The end is near. Time is ticking. Good luck. This map will try to kill your colony dead.```
I've done some work to try to ensure that certain things I want to remain functional survive the bombs. Some other things may have been sacrificed to the bombs to do this. π
π£
A "live" test (forcing the bombs to explode rather than waiting) shows I fixed the first few ones that were triggering each other when they shouldn't have been. However, the hole is bigger and a little close for some people's comfort. Personally I love how close it is.
Something I forgot to check previous times: the large nuclear does fit on the top deep mine, even with the reduced map height.
would
Still don't quite have it though. I have saved the "fallout" shelter, but that upper river is still dumping over the side. Back to the editor.
No beavers were (physically) harmed blowing this one open.
Finally. Took like 5 tries to edit it but the upper two lakes now survive the bombs. The upper river and the round middle level lake do not survive. But that is what the aquifer pump is for.
Despite all the little tweaks I had to make the final result doesn't look that much different than it did when I played through it.
I think I better stop bugging people here and do my next test with EmberPelts or LeafCoats, then I'll probably share the map out.
Looks niceeeee! All the bestt
Seems like a very challenging map
Asking the obvious, but the base game doesn't handle such tall maps right ?
there's no way to change map height for base game beside using mods
When I post my maps I list Luke's resizer as a requirement.
I haven't made a map in the last 6 months that -doesn't- require it.
reminds me.. i need to put the support for those on my list again
my map elements could read resized maps made with lukes mod
would make sense to have them load even if people forgot the dependency?
Nice
i tried to play your Under the Beaver Dam map earlier and it said not comapatible...and this is the whitepaws faction?
I even had the guide there π
need code for each achievement though, I can help with that if you give me ideas
good idea, I forgot about this. can only work on specific maps though
You mean, on this specific Faction, YET
Brambles are a WhitePaw only plant. Any map that has birch becomes brambles with this mod. Totally different from the new thorns.
ah interesting, sorry I haven't played with this mod yet π
No worries. They survive 999 days of drought, (now) thrive in bad water, and go vertically and diagonally. They reproduce in a day, so they can cover a map rapidly.
the mod it needs isn't updated yet sadly
so i am trying to play with the Whitepaws for the 1st time and any advice would be greatly aprreciated since things seem to work a lil differently with them. I am reading the wikidot but many questions remain
the tutorial is a great start
wheres that?
also playing on a larger / easier map can help
theres a setting to re-enable tutorial should you have hidden it before
ah...HA!
i did
yeah the last map didnt have much berries and did not look good
cabbage was no where close to ready
can someone tell me where to find the clay pit to build...ive spent 20 minutes looking at each one and no clue where it is
found it....finally
Tell us if you have other issues, there's only so many new players coming around here, having your feedback cold be useful π
i sent you a DM also
how do these guys breed?, no campfire or rooftop terrace for em to fornicate at, no pods or plants, reduced their work hours, yet seem to be in a crawl waiting for more beavers to fill jobs
need lodges, at least 1 free spot, two healthy beavers (i.e. no negative need, like 'wet fur' not, well, wet!) and one has to enter the home
essentially same as folktails
just more needs to satisfy and more risks why they wont breed (+smaller homes early on)
they will stop to breed (similar to emberpelts getting wet) and eventually stop to work too i believe, when no wet fur
certainly want to add showers or preferably river baths
thats the missing thing only the one bath
great , thanks
and its at the far end...i do have a shower placed ill drop another one of each...need sprinklers
maybe on well-being: whitepaws really benefit from better foods and get huge productivity bonus (+walk speed) from better foods and simple things like the two billboards.
also better foods need less farmland and happy workers pump more water. so that can be helpful when growing the population to also keep track of those
water em while running
having them go through some water randomly can make a huge difference haha
i do that normally, tho i had to change that up recently trying the emberpelts
hows dams/reservoirs work on these guys?
got me thrown off since im used to having a bunch of water saved for irrigation by now
lodges are dams
levee are ground-only, so nothing more than filling gaps really
and primitive dams only really shine later, with the 3rd level upgrade bringing them to 4.65m
all limited on purpose to build big lodge colony dams
storage is limited on purpose too, though it's easy to store 1000s of units in production buildings / irrigation too
just beware food production takes tons of the stuff. and anything related to paper does too
goal is to make a big reservoir
instead of storing it in buildings (still store much in tanks, just usually most in the reservoirs)