#Water Beaver Overhaul
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Tool Finder and/or timbertrees is also highly recommended for finding buildings ๐
And, are vital for recipe finding too (look how JC was struggling first time playing WhitePaws) ...
Both were inspired by JC's struggles
i was considering tool finder but wasnt sure it was compatible, theres a warning on Whitepaws mod page not to run any other mods than its dependencies with it
i was losing my mind looking for clay pit, never even considered it to be in mining...cant remeber what category its in in the other factions
i dont see a timber trees.... @woeful sun
I run an absurd amount of mods (even with WhitePaws). Feel free to ask me. And tool finder it totally compatible.
Welcome to even more suffering ๐คฃ
lol
save everyday
unstuckify
The the Timber* one that has the mod profile manager or major requirements for me.
Also map resizer for any map I make. ๐
Here is what I am running at this very moment:
MoreModLogs
Lapantouflemagic.1x1x2Storage
BobCommuteBalancer
Harmony
BobingaboutScriptPack
grauschweif.materials
Grauschweif.Scriptpack
KnatteAnka.Materials
KnatteAnka.frogstatue
Tobbert.Ladder
Lapantouflemagic.TexturePack
Lapantouflemagic.Logstairs
ModManager
eMka.ModSettings
eMka.TimberPhysics
ConstantWind
FasterUnderwaterMovement
ModdableToolGroups
Timberborn.IgorZ.CustomTools
Timberborn.IgorZ.Automation
DevButton
RubblesPlzNoExpire
SaveEveryday
eMka.SecondShift
Timberborn.IgorZ.SmartPower
TimberApi.UIBuilder
SteamUpdateButtons
Timberborn.IgorZ.TimberCommons
TimberUi
EditSaveDifficulty
MapResizer
ModdableTimberborn
ConfigurablePumps
ModdableTimberbornAchievements
RubbleSatisfactidy
TImprove
TImprove4Achievements
MoreAchievements
TImprove4Mods
TImprove4Ui
ToolFinder
Tobbert.Unstuckify
Vertical Nav Mesh
Lapantoufleagic.WhitepawsFaction
grauschweif.whitepaws.frogstatue
XtraPlzNoCrashes
alin.Vspread
grauschweif.crappyrope
grauschweif.decoration
TImprove4Mods and its dependencies are what allows mod profiles.
and, XtraPlzNoCrashes save us a lot of headache ๐
the last two are nice. albeit i need to give the decorations some overhaul when i'm done with seasons. they feel not-quite-right / incomplete yet somehow
(to the "they are nice" part.)
replatform works too
although i need to ask him to extend it to crappy platform and some
Waiting for battery_smooth to make flywheels compatible. If I understand correct, he is working on it and I don't wanna bug him about it. He just got them for EmberPelts.
oh nice, i like the new look
of the flywheels
these mods make seeing sunshine difficult
it is a lil chilly out today....
@radiant arch I went form inspired to make maps so much I barely have time for playing to inspired to make maps so much I am not finishing maps before moving to the next one so I don't loose the inspiration.
Bad Eruption was 011b. I'm working on 014 right now.
can't play much for a while sadly. but will have a look at them when i'm done with seasons
nice...quite a list and many of these Ive yet to try
BBL Gonna sleep some.
Don't forget Vertical Nav Mesh
How does that even work ๐ค
can place a regular platform where a tall one is to 'split' that
what's missing is replacing crappy platforms with regular ones maybe
Ah
or placing dirt for platforms. but not sure he'd add that too
Yeah that's what I was wondering
The one mod I really miss with whitepaws is the pillars from Knatte's staircase mod. Gameplay-wise it makes little difference once you've got all the the skewer platforms and such unlocked, but just aesthetically the square platformw sticking out under the spiral stairs bugs me more than it should.
Also, I think I found another occupation bug, this time on the calculatorium
Not sure why the one platform in the top-left of the courtyard is required to support the building when the other 4 are not (it also won't allow a path, when the others all do).
And none of it is watertight, which surprised me (I figured at least the pit-and ladder bit and the maybe the 3x2 and 2x2 "wings" fit the "if it looks watertight it probably is" vibe, though I get if if the world is not kind enough to let the relay blocks and such be.
Have I made an enemy or is there a bot that goes around giving Timberborn maps a negative rating. Every map I have posed gets a single negative rating within 24 hours.
I mean, with all the beavers your exploding maps have presumably murdered, I have to think you have made many enemies
just not very many who lived to avenge their settlement, rather than died alongside their kin
-chuckles-
Of course they could be legit dislikes.
I wonder if lapan actually intended to nerf water wheels by as hard as they are. 1.0 changed the water simulation u7, (the cms numbers of sources all got cut in half because the water simulation now runs full speed, rather than every other second, so it measures half as much twice as often). With the net effect that water wheels make half the power they used to. The other factions all rescaled to match (e.g. the Folktails 3x2 water wheel is 270 hp/cms), but the whitepaws is still 90.
OTOH the whtepaws get amazingly powerful batteries
Primitive/crappy waterwheels are unbelievably frustrating. Even with a long stretch of powerful water you can't do much since the unlocked shafts don't allow for a lot of sharing.
I find myself avoiding anything that needs power until I have unlocked better. Or using geothermal.
well, before 1.0 everything was twice as strong as it is now
@shell fiber is so busy making this better for us that he doesn't get to play it, so what can he do but rely on our feedback for adjustemtns. The problem is, I don't want to mess with his vision so I try not to be too grumbly about things like this and jsut don't use them if I can avoid it.
yep
but while struggling to scrape together 1000 hp down in a valley I thought of that 1.0 change, and checked an old @storm gulch video to confirm the whitepaws number is the same as it was in u7 (which means it got cut in half vs what it was when he presumably picked to make them a little weaker than folktails)
Someone do me a favour. Test if my Seep Cover mod works with Whitepaws and ping me with the result
Its released on Steam and mod.io
Hmm... any idea what category it's in?
seep-covers_5955562_1.0.12.0\version-1.0\TemplateCollections\TemplateCollection.Buildings.IronTeeth.Whitepaws.blueprint.json seems like the wrong filename
I assume you meant TemplateCollection.Buildings.Whitepaws.SeepCover.blueprint.json
Huh
having both IronTeeth and Whitepaws in the name seems like a typo
Should still work though
game loaded OK, I just can't find them in the toolbar
Water section?
Not with water pumps, not with the badwater items, not with the primitive dams
Hmm
(whitepaws uses luke's moddable tool groups heavily, if that matters)
The only reason why it wouldn't load is if whitepaws used a nonstandard template collection name and I didn't notice
BlockObjectToolGroupSpec; { "Id": "BadWater" } would be the best home, I think, but there is one with Id": "Water" too
I typically don't use those because I don't want to make it a dependency, and if you combine vanilla specs with mod specs from a mod that isn't installed, the game crashes with a sec does not exist error
Water section would work well enough
I'm not quite sure what to look for when you say "if whitepaws used a nonstandard template collection name". But I'm running on 6.2.8 from https://mod.io/g/timberborn/m/water-beaver-overhaul#description, not the older 6.2.5 on steam, and I know lapan just rearranged the folders quite a bit to make things more compatible
especially the needs and goods, I think
So if you were looking at the steam release mine might be different
Ok, now they're showing up (grouped with the pumps)
1x high even fits this rather awkward seep nicely
Pretty cheap - you've got it at the right stage in the tech tree I think (locked behind having gears and tar, but the quantities are pretty cheap).
I'm sure if it was actually whitepaws it would require a blueprint that had to be researched, but that's probably more whitepaws-specific faffing about than you care to do.
I'd say double it to 60 tar, add 4 scaffolds (for that fact that it's 2x2 stackable, which also locks it behind the architect's lodge) and maybe some metal fasteners
the next couple of "tech tree" gateways for advanced buildings are usually giant logs (to put it behind the tree nursery) or the clockwork controllers (to put it behind the ENS), or glowing fluid (for underground/mining stuff), and none of those feels right here
plus I don't know that capping a seep should have to be that far down the tree
putting it roughly at the same point as the adjustable floodgate feels balanced
the aquifer description is a bit confusing, do i need the pipe in water or not? Like it says it requires access to water but also it says it extracts water from the ground.
Which one? The Aquifer Drill (which is new for 1.0, and works just like the stock factions) or the small aquifer pump that goes on two triangle-roof buildings?
the one that goes on 2 buildings
the pipe is where the water will come out
so it needs to be drilled down at least one level below the buildings, but it doesn't have to be in existing water
you'll get a small flow of slightly contaminated water
like 10% or so, IIRC?
ok, thanks, it's the "require acces to water" thing that got me confused
well, that sucks
not surprising tho the previous aquifer was way to powerfull
at least that's how it worked in u7 - I haven't built that one in 1.0
basically, you could use it to fill irrigation ponds/canals
and the contamination was low enough that you'd get most of the irrigation range and healthy crops
last i played was U5 still got a lot to catch up
(and it ignores badtides)
That is also how it goes in 1.0
Map Makers Help:
(and anyone else with ideas)
I am struggling with adapting some old maps and a new idea. I want these maps to be able to support WhitePaws out of the gate so to speak. But these are map without player accessible pure water. At least normally. All surface water is a mix of bad and good with varying degree of contamination.
WhitePaws wont bathe or gather clay in that crap! (The told me so in no uncertain terms!)
The simple solution would be a lido, but they need rope. Individual showers wont deal with the clay issue. Plus, come on, if you cant have the irrigating tower pool the beavers want the river bath. The like admiring their fellow beavers as they wash. That glistening shiny wet white fur and those pink... um... noses. I mean how else does one explain such reproduction rates?
So, no lido without ropes and no pure water for clay and bathing. As a map make what can I do to solve this and NOT give them enough pure water for drinking and crops while in the process?
I have a few thought but they sorta suck. So, @radiant arch, @shell fiber , @crisp parcel, and @[anyone else who has ideas] please help my poor brain solve this paradox.
FYI...second shift works on whitepaws
Yes. It was in my big list of mods I run with WhitePaws. ๐
But that you for pointing it out none the less.
ah...the modder name in front disguised it
Yep. That thows me all the
time.
But I'm anticipating you finding something I haven't that works nice with them and gives me something I would enjoy. Then I'll pounce on and add to my list.
who can share some pics of water storage with these guys...I have no clue where to start in building a reservoir, no dam or floodgates...I have no clue where to start
Search my picture history and @radiant arch 's.
If it is early, just double-height tanks. Mid is medium tanks or water storage houses depending on my population.
Then the P&L liquid loges.
Finally the gargantuan water that add 30 beavers and stores 8,000 water.
I think easiest would be too add ropes to broken kart, but do we have that long to break the broken kart, I dont think so
Adding back the leaky bath but water will as well be tooooo precious in these maps
make a mod for a fluid dump ruin building? that can be repaired haah
leaky bath and closeby pines might work too, but that's scary good timing needed to have the bath in place - and mixed water means extra number of pumps needed
Maybe something can be done earlier game with aquifer drill? A beaver powered water wheel that pumped water that can be used for both showering and drinking?
Cuz such maps for sure will have bore holes for aquifer drills
Aquifer drills require a blueprint. This has to be within 10 days of game start or it's going to be game over.
Also, most maps I've played on and definitely most maps I make don't have a aquifer anywhere near the starting area. You have to work your way to it.
If I'm making a mixed water map, having an aquifer available too easily defeats its purpose. The challenge is over.
The map lore that initially drove this train of through. An older map of mine.
so really a leaky bath / alternative without the irrigation or primitive fluid dump or something else a mod would need to provide?
cheating option is giving a pre-filled freshwater spring that slowly evaporates
or setting a bomb to destroy a luck seep early on?
either would mean a ticking timer on clean water
My only idea sorta went that way. Underground with little room I made this:
Look at how low that water pressure is.
Am talking bout new building very early game. Maybe just logs, pune resin and a screw
can put in water with map for extra surprise (they only learn after days the seep is almost fake haha
Yeah. That is exactly how it would go down. Does it seem like a good solution?
hmm, strong enough to cure thirst for 1 beaver! nice!
Guess this will be the only solution then
can't come up with anything different without making special mod for this case. .
i like the idea of that random spring that looks hopeful, but is not
Right now the start area on my current project is bleak. But I'm still setting up the water sources.
1 dynamite and you would have water, but also a deadly flood.
I might make those all strength zero.
Simulated dynamite opening it up...
Yeah, those all need to go to strength 0. They will still make a tank.
Ohhhh! That underground 0.0125 strength seep WITH a core to blow it after X number of days. Destroy the seep.
hrm.... blow it up or leave it mocking the player?
I do thank you both for your suggestions.
imho can be left to mock at that strength
bombs need a good story telling for me, so not sure they make sense here, with how weak the seep is
Way beyond my meager skill.
unrelated:
I tried to make this look like an open maw with teeth. To me it just looks like a PAC-MAN. ๐ข
Those are the prices lapan suggested, compared to that floodgate, it feels really cheap.
There is no room here to put in a pump.
First bad tide will ruin it.
i just figured the conversion wasn't in voxel per hour haha. much stronger than i thought!
did it double with 1.0? U7 would say ~22 units per day? might be plenty still..
(the space can fit 160 units max, so ~0.125m filled per day? minus evaporation)
0.0125
tar and metal fixations look kinda too much for such an early / simple building
the 30 tar seemed more realistic, maybe 40 and metal fixations shouldn't be more'n 20 imho, given the other costs.
I'm just looking at the Floodgate Dam and like... what even is the dam, and why should it be more expensive than a Seep Barrier
0.0125cms ~ 2.75 voxel per day in U7, which would give up to 0.1375m filled per day on those 20 voxel available here, but part evaporates again?
but i not know if this holds for 1.0 too or sources got stronger.
wuffer
cause it's bigger and looking more mechanic haha
yeah, looking at regular dam costs your proposal isn't off i guess.
I admit, compared to Vanilla, it's way more expensive, but then white paws everything is way more expensive.
then again, you look at vanilla storages and it's like, Why does the medium tank cost so much more than a large stockpile?
It's why for Emberpelts and Leaf Coats, I change their costs entirely.
and even changed the textures of the large tank to remove the metal to reflect the new all wood cost.
im still trying to figure out what the gears are doing in those barrel tanks
in reg game
I presume to act like a water pump to get the liquid to the top of the tank from the bottom entrance
Most of the things in Vanilla like this make sense when you look at them in context of when and why it was added.
Like the large tank was originally the Biofuel tank, from back when storages were either the Warehouse that stored multiple items of anything that didn't have dedicated storage... or was a special item with a dedicated storage (like Logs going in a pile, Water going in a tank, etc)
Biofuel tank was retrofit to be a universal liquid storage with the same costs when item storage became catagorized, when the original context was an endgame fuel storage.
just checked my save and a 60 wide, 2 high dam did cost around
~ 2250 logs
~ 675 fixations
~ 900 tar
...
vanilla costs would have been 1920 logs..
and doubling height is more than double the cost even with whitepaws where it's less with vanilla..
hmm.. actually the vanilla wonder is cheaper than one of my random dams for just building and filling it once..
The first idea that comes to mind is an area that has contact with badwater either from the sides or below and is located at the edge of the map, making farming and water collection impossible. Then, a waterfall from above, ensuring that the water flows directly out of the map, forcing the player to build a certain amount of materials before they can use/dam this water.
Another idea is a water source located at a distance of X from the starting position, which is currently contaminated with a badwater source. However, the player can use pre-made channels and dams they build to divert the water to their starting position over time. To make it more difficult, there could be additional badwater along the route or already active in the pre-made channels, requiring further work from the player before they can make effective use of it. Bombs along this channel could further delay the work and create extra tasks, or they could divert new badwater flows or badwater sources that become active over time.
... One could also build a tower with a water source at the top, which then flows down into a badwater basin. This basin is filled directly via canals and badwater springs to make it difficult to drain the badwater. A partially destroyed bridge, which the player can rebuild to divert the water and make it usable, could also be included.
your first hater ! time to celebrate ๐
oh, really ?
that seems like an auto-UI thing stemming from the water input pipe script ๐ค
the kart does trop a dozen ropes i think ๐ค
this thing, it's a 3x3 floogate that tops at 2.65.
basically the metal frame lines up with the upgraded primitive dams, while the brown part moves up and down.
Breaking of broken kart is too late for showers i believe
it's pretty expensive and is blueprint-locked because that is (was ?) the only way to defeat badtides for a long time
now there is the valve house that has one valve voxel, which problematically enough can effecively do the same job
somewhat, yet not exactly. just much earlier
New floodgate very much appreciated
i actually wanted to give it a very low flow, like 0.3-0.5, but if you move the cursor to maximum it just lets unlimited flow through, which makes no sense. why does the script even takes a max flow value ?
that does need a fix for sure!
always set mine to such low values, believing they are odd otherwise
Maybe limit the input to before max? Or that's not possible
that's the issue, even if i set the max at 0.3, as soon as you take the slider to what would be 0.35 it goes into unlimited mode and spills eveything ๐
i'll try to untick some checkbox to see if it's just weirdly labeled
edit : nope, changes nothing, or nothing i can see
Some interesting ideas, but the player has 10 days to provide pure water bathing or the colony is dead. They refuse to work if they are dirty.
@radiant arch Old Blue Toe?
well, the builders don't get dirty as the cart provides clean fur too
Yes but they will soon starve
The ideas are still possible; you'd just have to build the chosen one in such a way that it fits the timeframe. 10 days is very short for that idea tho
Alternatively: You could build several small rivers that don't offer any farming areas, and water sources would periodically appear and then be destroyed again by a bomb after x days. This could be timed so that the player can clean their beavers during the first ~6 or more cycles. And by then, they would have to have established/redirected a fixed water route.
you could give one square with clean water, falling from high above, with open space on three sides and one tile to build the shower head on.
with enough water falling on it it'd be deep enough to shower but utterly useless for everything else. if the badwater is immeidately below all land would be contaminated too
given claypit isn't needed till later can skip on that too and ask to use broken cart dynamite and ropes to solve that problem?
Every now and then I come up with an idea that I think is so unique and so innovative. I feel like I will never top it.
And then I do.
I am working on something right now that I am so excited about and want to show it off, but until it's done I'd rather not. It's much less impressive as a work in progress.
no sleep tadoay gonna be rough
MAKE MORE BEAVERS! you dang cousins of the white rat!
this map is gonna be all brambles
im gonna need mega storage to get rid of em all...when does the flamethrower mod come out?
they need some goats
starved by hungry goats is a nice end
for me yes, the original price was just fine to me. (50/10/12/4/50/30) + 200/250 science
my reasonning is that water seeps are weak in the first place (flood them and they're disabled) so the ability to seal them is really not important, which mean that tech-wise it shouldn't be very far.
in terms of what it does, it just opens and close, in lore it would just seal up the source and apply a little bit of pressure on it to force clog it.
so for me it's really a 2x2 watertight box with a few moving parts you slap on the seep, tech wise it's nothing, just some metal for structural integrity, fixtures for good measure, tar for caulking and we're all good.
i wouldn't put scaffolding because scaffoldings are really for aerial structures for me, this kind of heavy ground based building has no need for it.
then wether the floodgate dam is too expensive or not is an entirely different issue ๐ค
So, delete scaffolding
What are those numbers...
50 planks, 10 gears, 12 scrap, 4 metal blocks, 50 fixtures, 30 tar?
i see, will have to test it out but need those ENS up first anyway, not there yet
Its fine. What's the cost relationship between metal blocks and metal fixtures?
uuh 2 metal and a bit of coal makes 3 fixtures i think ?
metal block: 5 scrap metal, 5 coal
metal fixation: 3 per 2 scrap metal + some coal
yes
so metal block would be about 4x more expensive?
Feels odd to only have 4 metal blocks and 50 fixings
1.67 logs for 1 early coal (charcoal)
sounds fair
the metal likely only reinforces the frame, so fixations would bind planks to that or something
From how lapan described it, the main frame is made from scrap, the metal blocks are for the metal plates on the top surface
how long have berries been in the large farm and not the other thingny? such great quality of life, wonder how lapan got conveinced of that
How much does a 1x4 overhang cost?
there's none
No overhangs in whitepaws?
there's only a side-platform attachable
1 is the longest
and that's a platform + some scraps cost-wise
or the corner edition
Well, what's that cost?
or skewered edition.. both corner and skewer cost metal block instead of scraps. but not really any different otherwise
1 platform and few scrap metal (3?)
can't tell the numbers out of my heaad
well, i'm not beavering 12~14h a day atm, so, yeah, sry
Not you, my mind is having trouble with these responses
kk, lol
I'll just make the changes mentioned when I get home.
WhitePaws is an alien experience. I love it, but I love challenging.
I am starting to suffer Timberborn map makers occupational hazards. My brain is rebelling and I'm having trouble seeing 3D blocks because there's not enough contrast in the map editor. ๐คฃ
how comes no one told me that ? ๐
it's a remnant from upgrading the mod to 1.0, i just forgot to restore it ๐
lol, me and my big mouth
I thought it was intentional.
at least i got them planted, you have no power on that now ๐คฃ
i never even noticed
I can only report on errors that I see. I can't report on errors that are against your intention when I'm not always cognizant of what said intention is. ๐คฃ
it's called experience, something that nice doesn't fit the suffering mentra of the mod, was really confused when i saw it yesterday
even kept a free space between edge of the map and ENSs future places since i've eard the rumors about that thing needing power
never know what to expect
there's no overhangs like the ones in vanilla factions, you have "skewer" platforms that rely on using the "floor" part of the voxel supporting them. basically they all cost 1 scaffolding + something that varies on the specific model. the biggest one is this one costing 2 scaffolding and 4 metal beams
the long one wasn't enabled yet, was it?
My old brain has trouble remembering some of the features I absolutely love about this game from playthrough to playthrough. The mod is massive and I love it but stuff just keeps disappearing from my memory. Old-Timer's disease I guess.
is not ?
nope
๐ญ
only the one long atm ( and can't stack them anymore)
used to be able to make a 2 by putting 2 ones
I've had to dev-mode the old 2-part one in when I want something like that.
after 3khours on that mod, some stuff sticks no matter how old you are
i found out they could go infinite ... sorry
yeah but in some weird situations they end up vanishing
lol, back in U5, after 2 i could not find a way to make more stick
Yes. It has happened to me. But now you can activate that new one and ALL will be good. ๐
My left and right paws are really out of sync today. Much more than normal. Add that to my tremors and it's a wonder anyone can read anything I type.
in U6/ U7 it was enough to place anything below them to make them extend. so putting temporary platforms (no need to complete) was all it needed
i see, that's funny
As some of the weird word choices and spelling errors will show, I'm doing a lot of speech to text right now.
one i have issues atm is wrapping my brain around you can't build a bridge from the tip, makes sense but so used to do it
made diorama fun, as i could just build another layer over the ground and place wonder in there ๐
I still do it. The one thing is the base has to already exist.
gonna have to look at it again then, might have messed up something, was trying to cross a 4 wide river with 2x 2 long bridges facing each other so it doesn't look dumb with a platform in the middle but they just would not build the second one
( ok can 100% be me running out of ropes but iirc i had some left in stock)
ouf, WB diaorama nowadays... tought about it but chickened out
it's possible, but very very slow and forced to switch recipes a lot due to limited population and space..
yeah, i can see that, falls more into the "tidious micromanagement" then actually hard i would be more enclined to try
The Rain Trees
There is still a lot of work to be done, but the core of the map and the concept is done.
One more
Current height is 109 levels. There will probably be a few more before I am done.
The bathing and clay water is not active at the start of the game but does activate the first day. I may kill the delay. Not sure. But I wanted to time how long it takes to fill.
Haven't seen this one!
I want it!
Starting contamination isn't that bad! Only 11%
Still can't bathe or get clay in it.
Cool. Despite being directly under the start, the river bath is 57 distance from the DC. It -should- be inconvenient!
seep activated at about 18 hours on day 1
Appears DRY
fail!
In a LIVE game 0.0125 does not beat evaporation. This is 4 days in!
@radiant arch
doubled it and it is working. 0.025
actually that's interesting, it makes the grass green, but doesn't actually makes flowing water ๐ค
Yeah. Lots of uses for that in devious map making.
moisture works with any thing > 0
contamination too!
(a contaminated drain would still ruin the soil around it for example)
about how fast does it fill those 20 tiles?
Interesting indeed
Here is another fail.
Contamination at the "default" bad water collection block is less than the polluted lake. /laughs
Less than a day at 0.025
hmm... i think i'm onto something regarding the 2x2 plants ๐ค
Map editor time.
also, this
While I am fixing contamination levels I'm going to expand the cavern so a water pump will fit and see what my beavers can get. That will go away later.
fill height in m after a day would be enough - it's 8 units per voxel
this is still slightly wrong ๐ค
so how's this look now?
The price of it is so radically different than other factions.
seems good to me ๐
maybe they could be cheaper for other factions ? after all you can disable a seep with 8 levees, that's like... 160 logs ?
96 even..
i also adjusted the build site for the first upgrade so it's more visible
advantage of this cover is it works with automation, so it's actually pretty cool to have them with whitepaws too
is it possible to select the primitive dam below more easily now?
or remove path from on top of MK3 dam upgrades?
colliders been odd for both of that
common problem i found was when building both and wanting to pause / prioritise the primitive dam it's super difficult to select just that
oh, damn you're right
why would you need to select the base dam ?
lack of resources or changed priorities
I love that path on top!
me too. just you can't select a path on it rn
was a little inconvienient when i wanted to replace path with building. no real issue, like with the primitive dam, just inconvinient and a little confusing
gotta go for today, but it's on the list ๐
Enough tweaks maybe we'll get a new build tomorrow?
hrm... weird arbitrary idea. No oak tress pre-planted on this map. Alive or dead.
What's a lemon? <pouts>
Seriously though, I do hope they get added back in.
Well... major map editing must happen if I want the deep mines on the upper layer. Not a single tree has room for one.
Using 0-strength water sources to see what squares reach to the bottom.
i like the idea of vertical mining in a fossilised tree
certainly would put the dirt drills there with vanilla factions to hollow them out ^^
/laughs.
I can just see that chaos since those trees are the map's water sources
No guarantee it can go nuclear, but here is one.
That was the only tree that was easy enough to edit it in.
looks fine to me. can dirt-block the fountain
just problem: can't connect power or access
oh.. wait.. can dynamite it from below!
works ๐
There is another place nuclear ready. It jusy isn't a tree.
It also needs interesting topography, but I'll add that.
me trying to follow whats going on in here
https://tenor.com/view/confused-no-nope-gif-13134027
these whitepaws have me feeling like that time I qualified for precalculus 2 in college and had only done algebra 2 in high school...
It will make more sense when I start an actual run with this map.
ok...timprove4UI...great mod!
@radiant arch I have 3 deep mines on top. Two should be reactor ready. Also repaired the plumbing and level 1 after my mad mountain making.
Still working on repairing and cleaning up level 2.
Level 3 will be easy because I haven't done anything with it yet.
But to make this mountain how I wanted to, I did some hard slicing of ground blocks. /laughs
im a fan of tall and ridiculous heights in this game... so very interested in this, and happy someone showed me the map resizer mod (i used to use the old quadruple height mod, and missed it so much). I started working on my own "Mountain Map" yesterday
There is a great mod for doing maps, and it has a wonderful mountain tool.
"Extra Terrain Tools"
All maps I share require the resizer.
ill grab that one later on to work on the map more
And sometime you just have to chop it out and start over. /laughs
Sure, I can be masochistic... writing with trees.
And, I changed my mind about oaks. I'll green this up when I'm done spamming my vanity signature with wood. ๐
Much better
I have to keep my reputation as a mad man with a bomb! -- apologies to Matt Smith.
Not as clear in the editor, but this will look fabulous in a WhitePaws run!
(Can't have the oaks spreading and messing up my writing.)
Oh gee... thx for letting brambles have free reign for unsuspecting people lol
definitely one faction the vertical spreading mod is not fun on
certainly a faction that has vertical spreading active by default ๐
you ever tried do kill a bramble in badwater? ๐
not yet...I had to restart on a smaller map that has less brambles on it, i didnt realize theyd spread that fast
oh, they are pretty friendly and not replace other plants (usually) or buildings, not even places marked for either
if not becomes thorn, it's manageable ๐คฃ
too bad april 1st is over ..
can wait until Halloween ๐ค
oh i certainly do have a halloween note in my list for seasons mod
no way to have autumn without proper pumpkins, is there?
Good, water beavers have pumpkins .
By the time a player makes it to the top there should be 80-90% brambke coverage.
sure will solve the issue with builders have nothing to do . Make them kill brambles ๐ซ
that escalated quickly ๐ฟ
That is the top as I am probably going to leave it. Lower levels need attention now.
no big branches?
top level works fine tbh. just the trees, they look like they had beaver incidents (not a bad thing, just a little unexpected)
Part of me wants to play it as LeafCoats just to build giant tree houses on the petrified trees. ๐
Pumpkin lamps in your decorations mod for Halloween update:P
Time to see how far I get before having to abandon and go back to the map editor. for something I forgot ๐
So many typos in that.
Well... I was careless making part of this and there are metal scrap ruins blocking access to the bathing pool.
map problem: There are supposed to be free stairs here. I noticed it but forgot to fix it. dev fixed & continue.
Passageway was cleared in time.
Cut it a bit close
Hrm... I provided 2 routes between level 2 and 3, but none between 1 & 2. However, there are abundant resources. Beavers should be able to make dynamite and tunnel their way up.
Or unlock ladders and take the unhealthy climb through 11% polluted water.
Or should I add a tunnel between L1 & L2?
*If a player is paying attention the other side of L1 has 400 explosives in an underground cache by the badwater river.
Yeah... with as many freebies as I give in this map the player can unlock tunnels and blast their own way up.
use badwater first...or are the resistant to that too?
New brambles can grow in contaminated water.
where can i make an anvil?
factory? i think...
odds are you'll need to tear something down that used your initial one
in the wikidot it says factory but in game its workshop
i havent used it yet
bout ready too and was curious how to make more
well, if you're using your first on that, then you're good. thats where you make more
pretty sure... going off memory of only a couple completed runs so dont take my word as gospel haha
actually Im playing the tutorial and have to use it on a library
gotta make some metal fasteners first
been playing this all day and still havent unlocked any science
dont be surprised you might not get close to launching a wonder before cycle 50 conservatively for a first run
i have a super easy map I made that Im testing the mod factions on
and balancing production chains is little more than a suggestion for quite a while
you'll be switching recipes on buildings a lot
because if you build a lot so you dont have to do that, your population will just balloon out of control
timbertrees knows
i feel like that should be pinned to the channel haha
I assume its intentional that the mini covered walkway and the corner one doesnt give roof bonuses?
Reminds me to make updated tech tree
Make sure you first use it in primitive iron works. The workshop/factory is still far away. You will need to pile up on goods from the iron works, then demolish it to again get the Anvil and use it to build the workshop where you create another anvil to make the old primitive iron works
or 3 of them, 1 worker each ๐
Well I had like 5/6 factories last play through and god knows how many primitive iron works hehehehe
for the pit and ladder lodges, the ones with doors can be in the middle of the stack right?
Any ide how to connect power pls?
backside has a round symbol - there's a billboard explaining it too
whitepaws only connect to those symbols, not transfer between buildings
Only symbol on that lodge is next to door. And you say even if i put a wheel there it would not transfer upward?
on the back there's one too. not have the game open to show rn.
it wont do anything if power wasn't connected to that
wont transfer through the lower building or through buildings in general, no
is there any other way to transfer power up in tutorial?
shafts?
you should have 2 gears from the broken cart by that stage?
might not be enough for that height difference, but maybe some dynamite or crappy platforms can make it work?
tha't only possible 1 level up cuz vertical shaft is locked
There should be "z" shaped one i believe which transfers power exactly 1 step above
both hauler lodges look like this from back, seems they really have only onw power port, useless
haulers have no power
yep, 1 step sideways, if you need 2 levels, must use precious dynamite
or crappy platform, yes
can make more dynamite later. just there for cases like this and acessing badwater for example
Best bet would be to shift the sawmill 1 step down. Would not need gears at all, simple direct connection
what is the port near the door for, then?
Those are windows
i removed it in 1.0
Power sockets look different
Maybe add building billboards as part of tutorials if they aren't already? @ lapan
the symbol next to the door near hauler lodges is just a mark you find on hauler houses
you probably should activate the tutorial, and/or build the "how to connect power" billboard
population control is a tricky mistress isnt it
idk how ppl manage it and still make stacks of ladder and pit lodges for haulers and builders
i never use those tbh
i only use them this once for their ladder capability since the map is pretty vertical
terraces
might come in useful when you go big city (1000 beavers) and need workforce later, but given there's tower upgrades without population for those, i rarely need anything but the 5-hauler-lodges
these are tricky indeed..
5 hauler lodges? 5 haulers and 6 inhabitants?
great option early on imho
the map is pretty terrible for waterpump placements too
water pump, water wheel, river baths
but than it's small zipline towers soon and those combine well with triangle roofs and fit hauler / builder towers ๐
no place for rice
a very common problem..
can you use dynamite to landscape and fluid dumps?
(rice can be grown underground too - very useful at times)
not at the tech tree for dynamites yet, or i havent looked into it
needs alchemist i think?
dumps require a lot of space with this faction, but also free well being bonus
underground as in?
digging out a pond underground. only needs to be 2 high
can be easier than making space above ground depending on map
i think terraces is definitely one of those maps
it also can function for irrigation (given you need some pillars to support roof) and helpful if it's right below the surface as to add zipline towers down there
do you by chance have tips regarding ziplines? my district is pretty sprawled
ziplines?? having one near DC is helpful
and than i use them with the triangle buildings to overlap the harvesting / farming / woodcutting areas
i feel like DC in this game is never a place beavers visit often
so as to cover more ground with less workers (they grow more efficient with well-being so often can handle multiple times their basic reach)
iirc terraces was a pretty awful map to play this faction ๐ค
oh definitely, the bridges to build down before having stackable platforms ive built
i usually have some hub near it, like cooking or entertainment (replacing things no longer needed slowly)
other than that i love to use balloons to interconnect my ziplines and max the reach of them. especially for the big farmhouse, as those cover almost all of the harvesting - and later for the tree nursery
i must be missing something, as far as i see the only entertainment that the beavers visit is the pentaque thingy
and lido, but that must be near water
there's drinks and foods, there's frog statue (haha) and very late the dance hall. the irrigation bath tower, trebuchet, .. not too many, but they add up.
and placing statues and things there is usually the most efficient
i dont think i have the statues mod at the moment
regular statues: the pregnant beaver, pointer, upside-down, ..
give a nice boost to well-being. though foods are most important
will change at some point - than they add a little more efficiency
you placed the two billboards that give +1 well-being each?
also well being improve lifespan... so more beavers yay
yea the news board range is pretty ridicilous
and the your pain is my sustenance or something
do you know how many beavers a river bath can adequitely support?
im nearing like 100 beavers and i dont think 1 bath can support that much
not sure. depends on workhours too and walk-distance. but usually i have one per 60 i believe.
get's fuzzy with too many irrigation bath towers
theres just so little water space in the map for it
there's showers too. and making artifical ponds with fluid dumps.
also irrigation bath tower is cheap once it's unlocked
that doubles as cleanfur buff?
bath: lido + clean; shower = clean only (like river bath); lido: lido only, no clean
hmm. an possibly underestimated hack to clean fur: having beavers walk / swim through water does the trick too
@still frigate or it would, if there was clean water to begin with ๐
That does??!?! Damn i should pay more attention
i forget about it often too, but it saved my population at times
or did something change with 1.0? not tested recently..
I thought it only provided wet fir, not clean fur... It changed it seems
was that different need?? oh. i might have misremembered that one
need to check now
.. checked again and seemed soaking in water does add to it
they need to soak for 2h / d to cover the minimal need, so it might not do much by itself
being in water should provide a little bit of clean fur need indeed, unless i foolishly forgot to restore that.
it's more or less a gimmick, but can be helpful early on.
it also help scatter the timing at which beavers will want to go take a bath
it's in the blueprints with the current version
I gnerally dislike it, bc i need to remember to close it when badtide hits.... until automation
which building ?
Not building, the having beaver go through cleanwater
oh, ah, yeah, me too actually.
it's hard to use unless you have completely bad-water-proofed an area. but that makes automation more interesting actually ๐ค
This is what i got
I will say again, population control is fickle mistress
also im very happy with my use of the architect lodge
Time to start attempting to use another water source
also i know pausing levee building is considered cheating, what about pausing architect lodge when its being used as stairs
and by extension, pausing zipline stations, since they still work as zipline but not housing
your choice really, isn't it?
have architect make platform and add a stair and you have that lodge replaced
well originally i had stairs instead of that architect lodge, i wanted to use the lodge as stairs. ultimately i will still pause it, i just wanted to know what u people think
for the zipline, i think its definitely cheating
as you likely need 2-3 of them soon anyway it might not make sense long to pause it. better keep getting more (and better) food next imho
yeah, i wondered how there is little storage or reservoir
pump upgrades might proof helpful too
less beds that way
If i recall, spicy soda kinda "dupe" water right? as in, more thirst for the same amount of water
I thought i have a lot of storage, almost 2k for 90 beavers, i guess not
oh, only noticed 600. 2k is ~10 days just for drinking
might fall short if wanting to run library, cooking and especially paper making
but yeah, that should be enough
got about like 300 left after the last drought, filled up by day 3
im also pretty heavy on irigation lodges on this run
i often use them too. but preferably fluid dumps still, since they give no beds and cover just as much area (or more + rice farming)
thats what the conquering of this water source will enable me to do, rice farming
altho badtide will kill all of it
as lapan said, the map is pretty terrible for this faction, its a challenge for sure
altho at this point, a drought will too, as no dams is in place yet
What do you do to manage workspaces? Weirdly everyone says there are too many beavers, I so far always had too few. About third to half of workplaces unoccupied and it drives me crazy. I did accept the challenge to not pause buildings, I only set priority to lowest.
hauling lodges
suspecting this is rather early
there's usually no problem later, when you can add multiple workshops or assembly lines and get to reduce workers a lot using GMO labs or wine cellars
Yes, early game. What about hauling lodges. With only 2 and later 4 builders if I built more of them, less of other buildings.
another problem can be: too many kits - growing population fast can cause this
or too many sick / injured / contaminated? best add more clinics / beds
if they are sick or contaminated, they still take a workplace if i understand correctly
unlike other factions
having 10-20 haulers isn't bad tbh. same with builders - DC builders are slow, so having 5-8 other builders is good usually.
you can technically have DC and some food buildings unoccupied with little downside too for much of early game
no, they not work
they need a medical bed or medicine (=clinic) to cure decently fast
bed needs science, i'm still in "when do i get decent stairs" stage
oh. that's tricky
They dont, i have never seen that before
Do u have haulers and water inside them?
hm, they brought water and it started to work
oh, that's pretty nice ๐
the architects are very upset about this (everyone else is not)
i would personnally avoid, but yeah, that's up to the players
you can probably make a 2-deep reservoir with not too much efforts using this area ๐ค
edit : my bad, it would only be 1-deep i think ๐ค
yeah, same for me, i think it depends if you tend to build a lot of storage houses or not ๐ค
no, they don't, they still occupy a bed, but that's all.
damn, yeah, this map kind of sucks ๐
i barely see any good location for a reservoir
the only one that doesn't require too much effort is quite far
and it's not even that good
i guess the real plan is to mass-produce dynamite then 
Will this work to fill that area up with 2 deep water? its pointing right to a levee, so i think water would flow down, and the cannon would "not be the wiser" and keep working until above the levee (for lotus)
yea i foregone that route and went mass storage instead
you can set target height with the cannon. there's a slider once it is build
all the cannons have max depth of 1, unless the tooltip is outdated
that is no longer true and was for input height
they work when flooded too now haha
So my levee shenanigans is not needed, good to know
@shell fiber is that a bug actually? the 1m height on cannons no longer working?
i kinda really enjoyed that on my last map, having cannon in 0-4m deep water work all the time
Out of all the maps i thought i would be able to use the water cannon, i didnt expect it to be this one
I also assumed the 1m is the target depth
why would you need that levee ?
no that's the auto-UI thing adding unnecessary information again
Bc i thought the max depth is for the target
Can the updated tech tree image be found somewhere outside game?
https://darkskies.za.net/~norman/timbertrees/v1.0/enUS_Whitepaws.html ? (might not always be the lastest version, but frequently updated)
otherwise the one from the billboard is in-game only iirc
@ivory flicker As a long term project you could dam both sides here and make a large reservoir, it would be a much longer term project and you'd have to redo stuff though
actually that's not a big gap to fill with lodges and some dams. can dig it deeper later too.
and extend range of workers using ziplines
part of the dam can be an array of pumps too (the simple pumps are stackable even, so can go bottom of dam too technically)
MK3 upgrades are late, but go to 4.65m height even
easier to put dam + upgrade on top of a row of lodges - gives 3.65m already
Wdym single pumps are stackable? Doesnt that top tube part obstruct it?
Also i assume u mean the deep water pumps (whats in the picture there)
Its not a bad idea, and that water source makes badwater diversion super easy as i can just hurl it down the cliff
the simple water pump has a flat roof upgrade, so you can put things on top of them. can also use platforms to put dams on them
the deep pump has a triangle roof that can't be built on
Thats some advance stats, tho that is a lot of extra beavers
tbh there's not much difference in performance between them (deep pump has 33% extra, yet it needs to be emptied and wellbeing gives 2-5x productivity anyway, so they more or less even out later)
only makes sense if you can move things there or have many to join (like workshop, florists, handicrafter, artist, .. there should be plenty in that stage of game actually)
Yea reached that stage once, tho thats a lot later and post ens
And sunflower farms were in my nightmares
is it? these are all pretty early imho, just after library, before ENS and the big indutries.
i mean, my usual set of advanced sawmills and workshops / assembly lines would overfill those gaps easily. those are later mid-game for sure.
but my usual early set would be enough easily to fill them too, given i moved my pumps in
not like that is more than an option. having a spread out settlement on big maps like this is fun too
(i'm a little too used to nox's maps flooding everything and building castles of high lodge walls to protect precious water)
Those are true, but i tend to not go big on them post ens after food and water is secured
Overall its probably slower, but eh
Not speedrunning
When u do big dams like that, the doors are on the outside (dry) side right?
depends. with pumps in the dam it naturally would. if water is clean inside, it is fun too (=wet + clean fur)
@devout obsidian This was the last attempt I had made for tech tree. Should be more updated than in game one
Is that the up to date one? Probably should be pinned
It does not have all ingredients for explosives. The ingame one does.
I probably should know, but buildings work while flooded?
I know the storages dont work
The levee ones work
Did explosive recipe get changed? It was paper and nitro and sawdust i guess
This tech tree just shows the major requirements. Not complete recipies or else there will be tooooo many arrows and you won't be able to navigate it at all โ ๏ธ
it now needs sunflower oil from screwpress, too
just built it and am screwed by power connections again lol
Oh. For nitro glycerin
Welcome to water beavers hahahahaha
You can do it either way, if you have it setup so badwater will never get in I generally put the doors on the wet side
Get that wet fur and movement speed bonus
- clean fur! (still so baffled by this hidden blessing!)
how does the aquifer work? like it just spawns water until its flooded?
Works like a water seep
hm, i've spend the last hour trying to sink my teeth in Godot, it seems pretty easy to handle.
also, chat gpt guiding me step by step is quite useful ๐
(i was talking with my wife yesterday evening about what her ideal game would be, might not be overly hard to prototype)
(and that will teach me how to make the next Civilisation Killer ๐คช )
I'm stuck on missing zipline blueprint, tutorial only says "we assume it was preserved"
it has to be made by architect(?) than made nice by artist
copyist can make copies of it, so you not have to remake each time
Oh thanks, architect doing it, I lost track
sure, that's so different from other factions!
make sure you keep copies with the copyist - likely need 10s or 20s of them for a normal run.
artist can hold 5 ready made blueprints of each type, while copyist can hold 25? or so
as long as copyist has one it's fast to make more at any point
Oh and game loading works for everyone? I can only reload from save twice then it crashes.
i have that too often recently. not sure why..
sometimes fails to continue starting game when i tabbed out of window while loading..
if you have a player.log or error report from it, that might help figure this one out (might be its something in the mods?)
For some buildings this covers whole screen, even if I set UI scale to 80%
Timprove4UI offer help i believe - for the building screens too, adds scroll and scale to those
reworked the giant bamboo so that it's less poly-intensive
and generally less crouded
but making it 2x2 with proper random rotation... no bueno
damn, how long have those things been messed up for ๐
reall cool work lapantouflemagic! 
everything got even cooler!
(beside the vertex paint going on vacation)
trying to upload before going back home for the WE
for the record, that will require updating the texture pack
Why did i not suspect u would change some of the automation stuff
weather station in particular
have you added science output to blueprint research? ty, without relics on the map it would be total slog
yea its there, if i recall its 50 per
Do you guys care about irigation area, as in, the most tiles per irigation building bc of water usage?
nah. i like them to cover much, but am often only in 20% or 30% range for rough terrain
little more careful with towers since they give beds, but not care about perfect range
if it's too low there's fluid dumps too
The water consumption scales with effective coverage / max coverage
Tell me if anything explodes ๐
Also, since we now have a valve lodge, I think it doesn't make much sense anymore to have the floodgate dam be blueprint locked, I think instead I'll give the blueprint to the calculatorium
Wdym by this?
yeah, felt redundant somehow
if 3 beds for irrigation tower aren't ideal, can always place a fluid dump with some dynamite too to irrigate area
they spread moisture across multiple levels too
so on slopes might be better choice
(can just dig them right into slope too, so not need to take much surface)
The best part might be the free lido
can be helpful if central and early, yes
usually there's endless lidos later (irrigation bath towers)
actually.. do lido provide clean fur too? (they literally are in water, aren't they?) never checked..
Oh my original question was about the irigation bath tower
I assume that water usage scales too
scales too, yes
just not reaches different layers - so only works on same level as the tower touches
Yea hence the question about the efficiency
Altho terraces has a lot of flat spaces... its just on a lot of levels
tbh - spamming the irrigation bath towers is nice water storage ๐
Storage?
155 per bath was it? lasts for many days?
i usually find 1-2k in those randomly in times of need ๐
Oh not so intended storage ๐
it saved many a colony before ๐
And wild brambles can now cross water ?!
yes. contamination too
and vertical
1 level
sadly had to stop them from randomly turning into thorns.. 
was like wtf did they cross from right to left?
hide yo kids, hide yo wife
right, there was the fix for the valve pending, wasn't there?
anything else was off that needed fixing?
I think they don't actually ๐ค
Not that I can think off
I fixed the animation of the sawmill and small bad water pump but forgot to check it, if anyone has a couple of minutes to check ๐ค
the primitive sawmill?
Yep
The animation was intermittent, not that it is very visible though
I should give a little redesign to that building someday
will check. just had to force-download from steam
yes both are smooth
Tell me if you find other animations that pause suspiciously
is there an improved florist? to make fibers
bamboo cutting gives plenty later
the waterwheels have a minor lag at the end of animation. not sure that's only on low flow.
curiously all three
so might be game mechanics too?
that one looks odd
giant fly might be nice (and creepy) to be animated too?
alchemist not has smoke animation (bubbles? seen bob do fun red orange bubbles for his emberpelts recently)
can't find anything major with a quick look. just the trebuchet is weird.
They should spill a nasty orange smoke ๐ค
Don't know 
Added to my to-do list
And the trebuchet too
It needs a complete rework though
i fear.. it's 50-60% fine, just this short part goes off
Doing that now. /laughs
Steam update buttons and an extra reboot always does the job for me. ๐
How did u get that grass colour
This map doesn't have a lot of bombs or that kind of surprises (unless I decide differently as I playtest it), but one of the ones it has it about to trigger. 4 bombs messing with liquid flows and releasing a wave of bad water that might reach the colony.
The spread fast, but the mad does start with a lot!
Ik they dont die in badwater now, but do they spread to badwater?
On the lowest level, nearly every fertile free space has them
On the middle level there is much less fertile land, but they have spread to most of it.
On the upper level, my goal was to have them cover it completely by the time a player could get up there, but I only put them around my vanity signature, so a player paying attention could thwart them in the beginning.
I believe so, but @radiant arch could say for certain.
Two areas of land I am recovering for farmland.
@ivory flicker There is a trick with the ones that are dead. You can harvest them for the brambles or you can just blueprint with something like crappy platforms then immediately delete the platforms. (roads don't work for brambles like they do for berries)
Demolish kills them instantly now like tree stumps
I never remember to do that, but yes.
Altho the dead ones are only possible now if they dry out right
Or were dead when the map started.
Dead birch trees, I guess
Yep
The danger with demolish is you can tell it to demolish dead trees too. So you have to immediately cancel the demolish so eager beavers don't do something you aren't ready for.
Yea, i usually mark my demolishes in pause, so theres no danger of that
same
We'll need a herbicide eventually๐
I find the battle to be "fun" but then I love the concept.
Imo its too fast, otherwise i might not cheese it that hard
This might the one last look at this almost-thriving colony, depending on how well what I did translates from map mode to live mode. First time about to see it for real.
I literally cant come down from the terraces without cheese, bc i need rope to build down to reach the platform for stairs (no rapelling rope)
A fountain at the beginning was expected... all of that was under pressure.
It immediately spreads across the lands, as expected.
Thats..l bad... right?
Oh dear. The poor beavers and their crops. If the berries die it will be rough for them.
Most of the colony is flooded.
Now, I wont call this a map failure, but a player failure. And that only depends on how long the flood lasts.
(I am playing like I don't know what is going to happen.)
The waters -are- receeding. Only 1 tier of flooding now instead of two. And it looks like the flood is draining.
If it drains fast enough the berries will survive!
A drought is starting for 3 days... how convenient.
Yay for the beavers! The waters receded before all the berries were killed.
The cabbages were lost but that is farming.
Flooded buildings revealed the secret cache (if the player hadn't already found it)
But it is across the level from the colony start.
Not good for the beavers! The new water levels are higher and scrossing over into the "only lightly polluted" lake. The two water sources will fight. But will it drain or flood?
Again, a player in the know could protect against this before it happens.
Doesn't drain fast enough. I'd say this colony is doomed.
The playthrough is officially failed as I am switching to ||Dev Mode|| and testing what a player could have done as a WhitePaw.
Well... I backed up a day and isntal built this storage lodge. The water is creeping up and will probably go over. That makes this map potentially unviable as it is.
But that's why I test.
The entire dividing penisula is breeched. That is too much to ask in early game Whitepaws. Back to the map editor.
I may be an arse and put a bit of a tease to the next level up somewhere, but it wont be finished and will still need tunnel dynamite... if I even do that.
Yikes. I put it on 30x and just watched and the water just keeps going up. Inadequate draninage for the whole level.
Rather than a resource burner, it is just a tech gate. The player needs regular stairs or ladders and a mere 4 units of tunnel dynamite (or its LeafCoat equivalent).
You sure you can't get rope up there with the WhitePaws? You need the be beyond the broken kart and making your own scrap iron, but I think it should be doable. The florist is unlocked at game start and needs sawdust, water, and sunflower seeds to make plant fibers, which can then be turned into rope at the handcrafter's lodge which is also unlocked. Just gotta make the parts to build them.
Continuing with surviving my map... I gave the colony a storage lodge and exploded the bombs.
The colony still has the initial flood
Water does edge up onto the next tier. 4 days have passed at this point.
And I -still- have not provided enough drainage. Back to the editor I guess. Ah-ha. If I lower the 5 7.77-strength bad water sources to 5 6.66-strength ones then the level's drainage can handle it. (I think)
Still have to go into to the editor but not as much change needed as I was thinking.
Edit 1: that wasn't it
Edit 2: With the lowered bad water sources the initial wave does not breech a second level. However, if the player doesn't build some protection the water will keep coming and they will stay flooded and probably die. Unfortunately, it is still too much for the main drains. The expanded local drain is handling it, barely.
Edit 3: Dropping the water supply to [email protected]. By day 4 with the new settings the water is no longer breechnign the shores, so long as the player build a 3-wide blockage.
Also, this should be enough of a hint at the bottom. I hope? Right?
Great quantities of wood and water abound, but food is scarce, Scouts reported multiple caches of supplies, The colony has been founded at the most promising of these.
-----
Those bombs mean trouble! A wise beaver will protect or relocate their colony from the inevitable flooding when they blow. BadTide will be even worse. GLHF```
I forgot them AGAIN?! I paused my game and immediately went into the map editor to fix that!!!
And I have been playing 6.2.8 because I forgot to switch it in my mod profile. Arrgh once more I say.
The mod profile loader defaults back to the the MOD.IO one no matter what I do. ๐
So, I uninstalled 6.2.8.
I -didn't- forget a coal mine before the primitive ironworks! Finally! ๐
I am -so- glad beavers will just run through brambles. I'll get that storage building levee in no time! Well... it is already day 18 on my 2nd test game. 33 days until boom.
swapping in texture files - WIP of my seasons mod i'd been testing here
the only thing they need for that is soil moisture really. as long as soil is green, they spread. if not they take around 1000 days to slowly die
I let my population grow faster than my farms because I am in a state of "hurry and see if I can do this"
In fact, here are some wild brambles overtaking dead ones in bad water. They spread from the level above.
if waterlevel not drops too much they will stop there ๐
It might in a long drought.
if it does they will slowly conquer the level below too!
Yeah, looking at a side view of my map a drought might let them go down another level.
awesome!
And the map has plenty of stairstepping for it.
might take a few cycles (2-3? haha) but they might block the pumps at some point?
unsure they can spread below the pipe - can they?
||A row of sunflowers in the water|| stops that.
Beavers need to learn that starving to death is TREASON!
2 tried to migrade down during the drought.
they will stay for the next ๐
I had an abundance of logs... until I didn't. But if I can log enough I think I can protect against a lot of the explosion.
In overall context of the original flood.
Building as I get the logs, but we're down to the last pice. With 4 days to go. I think we'll make it! I'm so curious if this is gonna be enough or not.
They did it with 1.3 days to spare. Very soon I can report on success or failuer.
Oh, I'm shure this is gonna shoot right over. These aren't the expanded ones because I still don't have science.
And over the lodge!
It stopped expanding -right- at my lido. Some went in, but not too much
1 unwell beaver. That's it!
Okay, so this -can- be done by a diligent player.
All this glorious metal exposed during the drought is normally partially under a river of "pure" bad water.
@radiant arch Do we have a list of all the change is *.9 of WhitePaws?
Change notes on steam are "fixed a bunch of stuff". ๐
Sorry. Can't keep track of it ๐
No worries. You are doing all the work. Your minions should take care of the records. ๐
ahhh, I can tell you that between 6.2.5 and 6.2.9 the base faction overrides were moved to BlueprintModifiers
which timbertrees doesn't handle ๐
I assume there is an implied "yet"
yea
but it'll take longer than just re-running the script with the latest files (which is what I got away with the last couple of times)
/nods
Yeah, I expect so.
and I knew that I'd have to handle them at some point in time
I'm surprised that both of these work:
{
"Original": "templatecollections/templatecollection.mapeditor.common.blueprint",
"Modifier": "Modifiers/TemplateCollection.MapEditor_WhitepawsModifier.optional.blueprint"
},
{
"Original": "templatecollections/TemplateCollection.NaturalResources.Common.blueprint",
"Modifier": "Modifiers/TemplateCollection.NaturalResources_WhitepawsModifier.optional.blueprint"
},
because I thought that Original was case sensitive,
Do you see blueberries, birch, oak, or pine in the menus?
Of timbertrees?
no, in the game with whitepaws 6.2.9
Yeah, but it isn't really oak. it is 1 voxel higher and has different growth rates.
it is the same file for game
haha! So i'm, right
The modifier Original is probably being ignored because it should be lower case
And brambles, of course, replace birch.
err, no the pink one is everblossom
Yeah. it replaces oak
Anywhere on a map with oak becomes everblossom
Anywhere on a map with birch becomes wild brambles
and blueberries?
Ah.
the blueprint modifiers still seem to be lower-case only. there's no cast anywhere and code is same as few versions back
so basically no chance the entry would match
yea, but I wonder if it's lucky that all 4 items have a whitepaws replacement
so it'd not mattering that the removal of the base items doesn't apply
in game blueberry not shows any modifiers.. all 4 have unique whitepaws version
can be the (not) overridden template collection isn't ever loaded anyway?
or are implicitly merged with BackwardCompatibleTemplateNames?
observations:
Good group Badwater has no goods(log message, not sure about the severity -- maybe tryGoodGroupSpec#delete?)- Untranslated strings for
Good.Grapes.PluralDisplayName(missing) andGood.Coal.PluralDisplayName(wrong case?) - Translation string for
Water & BadwaterToolGroupis being overwritten for other factions (probably needs to be a new string)
various other warnings I saw in the log:
BackwardCompatibleTemplateNames seem to be applied inconsistently (if there are duplicates)
The PlantingMapSerializer seems to apply all BackwardCompatibleTemplateNames (even if they conflict/duplicate)
Whereas TemplateNameMapper seems to ignore duplicates
Blueberry is expanding into new territory. But they are doomed when the drought ends.
On day 50 this was flooded. No more has entered since, but it is day 84 and still not evaporated.
huh, if I put bogus data into the modifier it does cause the game to crash, so it is being applied
when starting another faction game too?
I only tried loading an existing Whitepaws save
The modifiers are optional so I don't expect them to affect other factions
ooh, at least one building can conform to terrain
they stack too! (which i think is pretty cool)
that's "dune part 2" map and such holes are everywhere, no other building fits without explosives. and deep canyons with overhangs and trickling water sources. ofc i picked this map to learn water beavers
Sorry, it's super important for mod compatibility and much cleaner ๐
What do you mean ?
when they introduced it only lower-case strings could match anything. given one here is not, it shouldn't work
(internally all blueprint assest use lower-case path)
this might have changed somewhere in 1.0 ?
Pretty sure it's not case sensitive
At least I tried not caring and it still works
those ninja devs..
Where did the Giant Pillar Bases go?
it was accidentally hidden - editing Buildings/Whitepaws Faction/Townstuff/Platforms/GiantPillarBASE.Whitepaws.blueprint.json to "DevModeTool": false would fix it
just checked yesterdays update and seems it's still missing there
thanks, i can work around that for now
@shell fiber so it is easy to find when you do the next update I'll make this stand out...
TODO: reactivate Giant Pillar base.
Ah crap
Yes, it wasn't a complaint. I've known timbertrees will need to support it, and it's finally time to make it handle it correctly.
I was incorrect here, I thought it is case-sensitive (it might be for some blueprints), but it doesn't seem to be for TemplateCollections for some reason (which I still can't find in the code).
It's in the list now ๐
just looked into the valve and it seems somehow by design unlimited .. which is .. very odd..
want anything else changed in it?
My beavers have crossed with narrow side of the map on the lowest level. And they have science (44 only), finally! (Day 95)
Racing to cut away brambles during a drought!
Didn't quite make it. Gonna keep going though... don't wanna wait for another drought... plus deactivating all these lodges would be cheating.
Well, they did make it! The last lodge was finished before water even hit.
Some drought in the future, when I have large water wheels, all this will have to be ripped out and replaced with a power infrastructure. Until then... oh the population boom I just initiated.
But I don't even have a mechanists lodge yet, so no worrying about that right now.
Oops. had to rip out a woodfelling planification lodge and put a hauler house in its place so as to not have it always alerting me about "nothing to do in range" Hope they build it before the water level rises!!
Nope. ๐
At 20:50 hours water breeched the shore there.
Those poor beavers all gonna be sick and we don't have PRF unlocked. But the new lodge is in place.
The other area isn't even close. 
Someday far from now there will be lilies there, and rice the next level up. Someday...
@radiant arch This didn't cause any stuck beavers for me. So maybe you did fix it?
The only stuck beaver I have had this game was nowhere near a rope. A resin collector who was out of food and drink was just standing there. I finally realized they were stuck and unassigned them from the job, but they died on the way to get food.
@shell fiber Was irrigation towers not watering a level down a conscious choice or a design limitation back when you made them?
@shell fiber The P&L passthrough is missing the stair exit symbol on the roof. Probably for a very long time.
My brain strikes again. Beautiful forest of chestnuts. 6 fermenting barrels standing ready for days and days and days. I'm like where is my beer!? I forgot gatherers. ๐ฟ
When I was making this map I didn't spare a thought for how hard this would be to tap for WhitePaws.
the 4x4 is no problem. The close quarters means a lot of manual babysitting as it builds.
I got this area mostly ready for rice and lillies. I still need to finish the dams and P&L houses to cut off the current flow direction.
After all that, I have to unlock water canons and get them in place. Probably need some dynamite too to make a ditch for the water. Oi! So much still to do before I have the normal basics.
Do water canons still work submerged or did that end with water collision?
I decided not to risk it. But we have fresh water for rice & lilies now!
Took a row of dynamite but water stopped spiling over the edge. Had I thought of it earlier it would have saved a LOT of dam building and platforms.
And I flooded some of my storage with this.
My fault for not thinking about it in this context. But the collision does not play nice with platforms or with water pumps.
Disregard. I think the water level may have just been too high when I tested it. It is working fine now.
All that effort wasted. ๐ญ
I was unaware that the irrigation towers could not work in conjunction with underwater land to take care of the ground. Most of the double-height land is totally unusable as well as some of the single height.
This has been an unbelievable waste of time and resources.
You can sorta trick it for the 1-level deep ones.
I really doubt there is a way to do it with 2-levels deep but it wont kill me to try.
Saving position and switching to dev mode to experiment. I'll revert back to this afterwards regardless of whether it works or not.
I can't accept there is no way to recover polluted aquatic land.
@shell fiber Please don't take this away from me! ๐ฅบ
(Or make something new that works in water...) ๐
My experiments worked! 1 experiment involved dynamite, the other didn't.
The down side is it takes two of these in the deep area where originally I only needed 1. Don't know what I was drinking. It would have taken two even if it worked out of the box.
The one with dynamite also required ladders which I have yet to unlock in my live game.
A bad tide fountain (beside the bad water drain from the level above)
The shockwave temporarily breeched the dams here. Damage on the colony side of this was minimal and already drained.
However...
My rice and lily fields are destroyed. ๐ญ
A trick some may not know for a flooded building entrance in a hole. Only works in very specific situations like this one.
Destroy the stairs (or ladder) and build a levee in their place. Then, when it is done, destroy the levee. The flooding fluid will be gone.
super helpful!
cleared some caves on your map using hauler lodges of 3x2x2 and 2x2x1 too, when cannons or draining otherwise not worked
a pump would fix it quickly
That was a lot of force to climb two levels.
but i guess there's no space for those?
Yes and no. Had to destroy the river bath to fit the pump.
The pump worked on the underground seep pool! Thank you.
Not sure what to do about this except let it evaporate and take measures to prevent it from happening again. I don't think pumping would fix it with that much bad water contamination.
no, pump only works with the seep.. bad situation there
fluid dump or cannon will only make it take so much longer to clean up too..
I have a solution. It is crazy but it will work.
Sorta. A drainage ditch where the road is. Cover it back up after blowing it, then use a single levee block to plug it up.
Working.
Nice and dry. The levee goes where circled.
I -really- wish I had a beaver washer right now.
Ran out of prf with all of that. Still have 77 contaminated beavers and now I'm loosing rice and lilies.
And the root cause is a bad water shortage, of all things. Again.
Well if you can make it flip properly that would be neat, but no need to bother too much with it.
I guess you could solve it by forcing it back to the max value immediately after it is pushed to unlimited ๐ค
That's Igor's script,
@radiant arch It is a crazy path up the side of the mountain, but it is doable.
That is the unfinished tunnel to layer 2 at the top.
ziplines will fix that soon enough!
Not if I can't get enough berries. ๐ฟ
I have 3 florists making berries and they aren't making it to my library.
not with hauling priority?
Level 2 has no berries. Level 3 just has a few.
This map is painfully berry weak. And it takes an ungodly effort to get the tree farm when one doesn't have enough berries.
The florist are all priority
It was not. It is now. The florists needed it because they weren't getting enough water.
best have them close or those haulers will be blocked from doing anything else
They are.
yeah, the little storage certainly does mess with productivity of florists
a tank for water might improve it some too. that way they not need fetch single water from pump so often. maybe?
priority is tricky when they go for every single drop of water
I just recently unlocked the medium tank and I am making tar.
normal 60u pit tank is big enough
Might help the mushroom and paper tents too.
oh.. paper might drain more water.. paper is sooo expensive early on
I have 3 lidos providing water. Two were just to counter the stairsteps since the water tower doesn't deal well with them.
I never payed attention. I knew powered was better and faster. I just now looked at the recipees. Wow!
It is so inconsistent. Some things use the same recipe between the tent and the powered. Other things the powered is more ingredient efficient as it should be.
haha, it's named 'Badpaper', 'Betterpaper' and 'Bestpaper' - love those!
Best?
the abyss factory
In the abyssal?
tent: 5 sawdust, 2 resin, 3 water
prim: 1 sawdust, 1.6 water, 0.2 resin
abys: 0.0715 log (~0.85 sawdust), 0.715 water, 0.15 resin
looks consitent to me?
Yep! Nice
oh, you meant that some share recipes, not that the paper cost was inconsitent. now i understand haha
was there any beside cooking still that not gave much better recipe?
I -think- just cooking.
Clockwork and industrial are exactly the same recipe. Just one is 5 times faster. And it just looks like they just have an expanded version of the tent recipe. The ratios seem to match. 3/3=7 vs 10/10 = 26. Perhaps just a miniscule more ingredient efficient.
being faster is plenty. though it not really matters with population below 1k i guess
Get some wild stairs pre-ladder.
Faster doesn't help when you can't seem to grow enough cabbage. Sure, clockwork fixes that, but by the time one has that then half the map farmed. ๐
on the other hand it's kinda unrealistic to make more food out of the same dish beside that small difference from handcutting in small tent to optimised cutting.
By the by, I'm not complaining. It is just a repeating struggle.
??? How? Winter usually makes food produciton worse.
exactly!
less beavers = less hunger!
btw. for testing i set it so kits grow up slower
in winter, faster in spring
the baby boom after winter would be majestic!