#Water Beaver Overhaul

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radiant arch
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oh, and water stores 60% more units per block / voxel than other factions, so reservoirs are somewhat efficient

woeful sun
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Tool Finder and/or timbertrees is also highly recommended for finding buildings ๐Ÿ™‚

heavy lodge
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And, are vital for recipe finding too (look how JC was struggling first time playing WhitePaws) ...

woeful sun
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Both were inspired by JC's struggles

fallen jetty
fallen jetty
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i dont see a timber trees.... @woeful sun

radiant arch
still frigate
fallen jetty
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good to know

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i will slowly start adding some...any recommendations for em?

heavy lodge
fallen jetty
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lol

still frigate
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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. ๐Ÿ˜›

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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
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TImprove4Mods and its dependencies are what allows mod profiles.

heavy lodge
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and, XtraPlzNoCrashes save us a lot of headache ๐Ÿ˜

radiant arch
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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

still frigate
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(to the "they are nice" part.)

radiant arch
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replatform works too

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although i need to ask him to extend it to crappy platform and some

still frigate
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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.

fallen jetty
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oh nice, i like the new look

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of the flywheels

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these mods make seeing sunshine difficult

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it is a lil chilly out today....

still frigate
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@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.

radiant arch
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can't play much for a while sadly. but will have a look at them when i'm done with seasons

fallen jetty
still frigate
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BBL Gonna sleep some.

abstract vector
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Don't forget Vertical Nav Mesh

shell fiber
radiant arch
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what's missing is replacing crappy platforms with regular ones maybe

shell fiber
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Ah

radiant arch
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or placing dirt for platforms. but not sure he'd add that too

shell fiber
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Yeah that's what I was wondering

wary panther
wary panther
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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).

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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.

still frigate
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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.

wary panther
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I mean, with all the beavers your exploding maps have presumably murdered, I have to think you have made many enemies

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just not very many who lived to avenge their settlement, rather than died alongside their kin

still frigate
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Of course they could be legit dislikes.

wary panther
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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.

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OTOH the whtepaws get amazingly powerful batteries

still frigate
wary panther
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well, before 1.0 everything was twice as strong as it is now

still frigate
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@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.

wary panther
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yep

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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)

brave ivy
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Someone do me a favour. Test if my Seep Cover mod works with Whitepaws and ping me with the result

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Its released on Steam and mod.io

wary panther
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Hmm... any idea what category it's in?

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seep-covers_5955562_1.0.12.0\version-1.0\TemplateCollections\TemplateCollection.Buildings.IronTeeth.Whitepaws.blueprint.json seems like the wrong filename

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I assume you meant TemplateCollection.Buildings.Whitepaws.SeepCover.blueprint.json

brave ivy
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Huh

wary panther
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having both IronTeeth and Whitepaws in the name seems like a typo

brave ivy
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Should still work though

wary panther
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game loaded OK, I just can't find them in the toolbar

brave ivy
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Water section?

wary panther
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Not with water pumps, not with the badwater items, not with the primitive dams

brave ivy
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Hmm

wary panther
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(whitepaws uses luke's moddable tool groups heavily, if that matters)

brave ivy
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The only reason why it wouldn't load is if whitepaws used a nonstandard template collection name and I didn't notice

wary panther
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BlockObjectToolGroupSpec; { "Id": "BadWater" } would be the best home, I think, but there is one with Id": "Water" too

brave ivy
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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

wary panther
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Water section would work well enough

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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

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especially the needs and goods, I think

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So if you were looking at the steam release mine might be different

brave ivy
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oh, yeah, definitely uses something nonstandard

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Try this version

wary panther
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Ok, now they're showing up (grouped with the pumps)

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1x high even fits this rather awkward seep nicely

brave ivy
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Looks decent too

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How's the cost?

wary panther
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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).

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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.

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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

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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

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plus I don't know that capping a seep should have to be that far down the tree

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putting it roughly at the same point as the adjustable floodgate feels balanced

radiant heart
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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.

wary panther
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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?

radiant heart
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the one that goes on 2 buildings

wary panther
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the pipe is where the water will come out

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so it needs to be drilled down at least one level below the buildings, but it doesn't have to be in existing water

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you'll get a small flow of slightly contaminated water

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like 10% or so, IIRC?

radiant heart
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ok, thanks, it's the "require acces to water" thing that got me confused

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well, that sucks

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not surprising tho the previous aquifer was way to powerfull

wary panther
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at least that's how it worked in u7 - I haven't built that one in 1.0

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basically, you could use it to fill irrigation ponds/canals

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and the contamination was low enough that you'd get most of the irrigation range and healthy crops

radiant heart
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last i played was U5 still got a lot to catch up

wary panther
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(and it ignores badtides)

still frigate
still frigate
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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.

fallen jetty
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FYI...second shift works on whitepaws

still frigate
fallen jetty
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i didnt see it in your list

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but added all the other ones

still frigate
fallen jetty
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ah...the modder name in front disguised it

still frigate
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Yep. That thows me all the DamIT time.

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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.

fallen jetty
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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

still frigate
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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.

cloud flax
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Adding back the leaky bath but water will as well be tooooo precious in these maps

radiant arch
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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

cloud flax
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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?

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Cuz such maps for sure will have bore holes for aquifer drills

still frigate
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Aquifer drills require a blueprint. This has to be within 10 days of game start or it's going to be game over.

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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.

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If I'm making a mixed water map, having an aquifer available too easily defeats its purpose. The challenge is over.

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The map lore that initially drove this train of through. An older map of mine.

radiant arch
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so really a leaky bath / alternative without the irrigation or primitive fluid dump or something else a mod would need to provide?

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cheating option is giving a pre-filled freshwater spring that slowly evaporates

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or setting a bomb to destroy a luck seep early on?

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either would mean a ticking timer on clean water

still frigate
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Look at how low that water pressure is.

cloud flax
radiant arch
still frigate
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Yeah. That is exactly how it would go down. Does it seem like a good solution?

radiant arch
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hmm, strong enough to cure thirst for 1 beaver! nice!

cloud flax
radiant arch
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i like the idea of that random spring that looks hopeful, but is not

still frigate
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Right now the start area on my current project is bleak. But I'm still setting up the water sources.

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1 dynamite and you would have water, but also a deadly flood.

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I might make those all strength zero.

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Simulated dynamite opening it up...

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Yeah, those all need to go to strength 0. They will still make a tank.

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Ohhhh! That underground 0.0125 strength seep WITH a core to blow it after X number of days. Destroy the seep.

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hrm.... blow it up or leave it mocking the player?

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I do thank you both for your suggestions.

radiant arch
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imho can be left to mock at that strength

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bombs need a good story telling for me, so not sure they make sense here, with how weak the seep is

still frigate
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unrelated:
I tried to make this look like an open maw with teeth. To me it just looks like a PAC-MAN. ๐Ÿ˜ข

brave ivy
still frigate
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First bad tide will ruin it.

radiant arch
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i just figured the conversion wasn't in voxel per hour haha. much stronger than i thought!

radiant arch
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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)

brave ivy
radiant arch
# brave ivy how's that look for a seep cover?

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.

brave ivy
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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

radiant arch
# still frigate 0.0125

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.

still frigate
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That looks scary.

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That is the mixed water from my vanity signature.

brave ivy
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wuffer

radiant arch
brave ivy
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I admit, compared to Vanilla, it's way more expensive, but then white paws everything is way more expensive.

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then again, you look at vanilla storages and it's like, Why does the medium tank cost so much more than a large stockpile?

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It's why for Emberpelts and Leaf Coats, I change their costs entirely.

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and even changed the textures of the large tank to remove the metal to reflect the new all wood cost.

fallen jetty
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im still trying to figure out what the gears are doing in those barrel tanks

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in reg game

brave ivy
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I presume to act like a water pump to get the liquid to the top of the tank from the bottom entrance

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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)

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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.

radiant arch
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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..

radiant arch
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hmm.. actually the vanilla wonder is cheaper than one of my random dams for just building and filling it once..

crisp parcel
# still frigate ### Map Makers Help: (and anyone else with ideas) I am struggling with adaptin...

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.

shell fiber
shell fiber
shell fiber
shell fiber
cloud flax
shell fiber
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it's pretty expensive and is blueprint-locked because that is (was ?) the only way to defeat badtides for a long time

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now there is the valve house that has one valve voxel, which problematically enough can effecively do the same job

radiant arch
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somewhat, yet not exactly. just much earlier

cloud flax
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New floodgate very much appreciated

shell fiber
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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 ?

radiant arch
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always set mine to such low values, believing they are odd otherwise

cloud flax
shell fiber
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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 ๐Ÿ˜“

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i'll try to untick some checkbox to see if it's just weirdly labeled
edit : nope, changes nothing, or nothing i can see

still frigate
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@radiant arch Old Blue Toe?

radiant arch
still frigate
crisp parcel
# still frigate Some interesting ideas, but the player has ***10 days*** to provide pure water b...

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.

thorn dune
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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

radiant arch
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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?

still frigate
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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.

brave ivy
# brave ivy

So i guess this is too expensive? @shell fiber

fallen jetty
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no sleep tadoay gonna be rough

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MAKE MORE BEAVERS! you dang cousins of the white rat!

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this map is gonna be all brambles

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im gonna need mega storage to get rid of em all...when does the flamethrower mod come out?

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they need some goats

radiant arch
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starved by hungry goats is a nice end

fallen jetty
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lol

shell fiber
# brave ivy So i guess this is too expensive? <@542299373606928384>

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.

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then wether the floodgate dam is too expensive or not is an entirely different issue ๐Ÿค”

brave ivy
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So, delete scaffolding

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What are those numbers...
50 planks, 10 gears, 12 scrap, 4 metal blocks, 50 fixtures, 30 tar?

shell fiber
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oh, sorry, i typed while looking at your previous message

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๐Ÿ˜…

radiant heart
brave ivy
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Its fine. What's the cost relationship between metal blocks and metal fixtures?

shell fiber
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uuh 2 metal and a bit of coal makes 3 fixtures i think ?

radiant arch
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metal block: 5 scrap metal, 5 coal
metal fixation: 3 per 2 scrap metal + some coal

shell fiber
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yes

radiant arch
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so metal block would be about 4x more expensive?

brave ivy
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Feels odd to only have 4 metal blocks and 50 fixings

radiant arch
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1.67 logs for 1 early coal (charcoal)

brave ivy
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Probably reduce it to more like 12 fixings

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Maybe 20

radiant arch
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sounds fair

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the metal likely only reinforces the frame, so fixations would bind planks to that or something

brave ivy
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From how lapan described it, the main frame is made from scrap, the metal blocks are for the metal plates on the top surface

radiant heart
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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

brave ivy
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How much does a 1x4 overhang cost?

radiant arch
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there's none

brave ivy
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No overhangs in whitepaws?

radiant arch
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there's only a side-platform attachable

radiant heart
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1 is the longest

radiant arch
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and that's a platform + some scraps cost-wise

radiant heart
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or the corner edition

brave ivy
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Well, what's that cost?

radiant arch
radiant arch
radiant heart
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can't tell the numbers out of my heaad

radiant heart
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well, i'm not beavering 12~14h a day atm, so, yeah, sry

brave ivy
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Not you, my mind is having trouble with these responses

radiant heart
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kk, lol

brave ivy
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I'll just make the changes mentioned when I get home.

still frigate
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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. ๐Ÿคฃ

shell fiber
radiant heart
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at least i got them planted, you have no power on that now ๐Ÿคฃ

radiant arch
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i never even noticed

still frigate
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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. ๐Ÿคฃ

radiant heart
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it's called experience, something that nice doesn't fit the suffering mentra of the mod, was really confused when i saw it yesterday

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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

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never know what to expect

shell fiber
# brave ivy How much does a 1x4 overhang cost?

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

radiant arch
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the long one wasn't enabled yet, was it?

still frigate
shell fiber
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is not ?

radiant heart
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nope

shell fiber
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๐Ÿ˜ญ

radiant heart
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only the one long atm ( and can't stack them anymore)

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used to be able to make a 2 by putting 2 ones

still frigate
radiant heart
radiant arch
shell fiber
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yeah but in some weird situations they end up vanishing

radiant heart
still frigate
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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.

radiant arch
radiant heart
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i see, that's funny

still frigate
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As some of the weird word choices and spelling errors will show, I'm doing a lot of speech to text right now.

radiant heart
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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

radiant arch
still frigate
radiant heart
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( ok can 100% be me running out of ropes but iirc i had some left in stock)

radiant heart
radiant arch
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it's possible, but very very slow and forced to switch recipes a lot due to limited population and space..

radiant heart
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yeah, i can see that, falls more into the "tidious micromanagement" then actually hard i would be more enclined to try

still frigate
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The Rain Trees

There is still a lot of work to be done, but the core of the map and the concept is done.

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One more

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Current height is 109 levels. There will probably be a few more before I am done.

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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.

still frigate
cloud flax
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Me tooooo

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The raintrees look awesome!!!

still frigate
#

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

shell fiber
#

actually that's interesting, it makes the grass green, but doesn't actually makes flowing water ๐Ÿค”

still frigate
#

Yeah. Lots of uses for that in devious map making.

radiant arch
#

contamination too!

#

(a contaminated drain would still ruin the soil around it for example)

radiant arch
livid zephyr
#

Interesting indeed

still frigate
#

Here is another fail.

Contamination at the "default" bad water collection block is less than the polluted lake. /laughs

still frigate
shell fiber
#

hmm... i think i'm onto something regarding the 2x2 plants ๐Ÿค”

still frigate
#

Map editor time.

shell fiber
#

also, this

still frigate
radiant arch
#

fill height in m after a day would be enough - it's 8 units per voxel

shell fiber
#

this is still slightly wrong ๐Ÿค”

brave ivy
#

so how's this look now?

#

The price of it is so radically different than other factions.

shell fiber
#

seems good to me ๐Ÿ™‚

#

maybe they could be cheaper for other factions ? after all you can disable a seep with 8 levees, that's like... 160 logs ?

shell fiber
#

i also adjusted the build site for the first upgrade so it's more visible

radiant arch
#

advantage of this cover is it works with automation, so it's actually pretty cool to have them with whitepaws too

radiant arch
#

or remove path from on top of MK3 dam upgrades?

#

colliders been odd for both of that

radiant arch
shell fiber
shell fiber
radiant arch
#

lack of resources or changed priorities

shell fiber
#

ah

#

ah

#

okay, i'll look into it

still frigate
radiant arch
#

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

shell fiber
#

gotta go for today, but it's on the list ๐Ÿ‘

still frigate
#

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.

radiant arch
#

no pink blossoms..

#

no lemons either..

still frigate
#

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.

radiant arch
#

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 ^^

still frigate
#

/laughs.

I can just see that chaos since those trees are the map's water sources

still frigate
#

That was the only tree that was easy enough to edit it in.

radiant arch
#

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 ๐Ÿ™‚

still frigate
#

There is another place nuclear ready. It jusy isn't a tree.

#

It also needs interesting topography, but I'll add that.

fallen jetty
#

these whitepaws have me feeling like that time I qualified for precalculus 2 in college and had only done algebra 2 in high school...

still frigate
#

It will make more sense when I start an actual run with this map.

fallen jetty
#

ok...timprove4UI...great mod!

still frigate
#

@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

fallen jetty
still frigate
#

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.

fallen jetty
#

ill grab that one later on to work on the map more

still frigate
#

And sometime you just have to chop it out and start over. /laughs

still frigate
#

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. ๐Ÿ˜›

still frigate
#

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.)

livid zephyr
#

Oh gee... thx for letting brambles have free reign for unsuspecting people lol

fallen jetty
#

definitely one faction the vertical spreading mod is not fun on

radiant arch
fallen jetty
#

does it?

#

just evil

radiant arch
#

you ever tried do kill a bramble in badwater? ๐Ÿ˜‰

fallen jetty
#

not yet...I had to restart on a smaller map that has less brambles on it, i didnt realize theyd spread that fast

radiant arch
#

oh, they are pretty friendly and not replace other plants (usually) or buildings, not even places marked for either

heavy lodge
radiant arch
#

too bad april 1st is over ..

heavy lodge
#

can wait until Halloween ๐Ÿค”

radiant arch
#

oh i certainly do have a halloween note in my list for seasons mod

#

no way to have autumn without proper pumpkins, is there?

heavy lodge
#

Good, water beavers have pumpkins .

still frigate
heavy lodge
#

sure will solve the issue with builders have nothing to do . Make them kill brambles ๐Ÿ”ซ

radiant arch
#

that escalated quickly ๐Ÿฟ

still frigate
#

That is the top as I am probably going to leave it. Lower levels need attention now.

radiant arch
#

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)

still frigate
#

Part of me wants to play it as LeafCoats just to build giant tree houses on the petrified trees. ๐Ÿ˜›

cloud flax
still frigate
#

Time to see how far I get before having to abandon and go back to the map editor. for something I forgot ๐Ÿ˜›

So many typos in that.

still frigate
#

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.

still frigate
#

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.

devout obsidian
still frigate
#

New brambles can grow in contaminated water.

fallen jetty
#

where can i make an anvil?

livid zephyr
#

factory? i think...

#

odds are you'll need to tear something down that used your initial one

fallen jetty
#

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

livid zephyr
#

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

fallen jetty
#

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

livid zephyr
#

dont be surprised you might not get close to launching a wonder before cycle 50 conservatively for a first run

fallen jetty
#

i have a super easy map I made that Im testing the mod factions on

livid zephyr
#

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

woeful sun
livid zephyr
#

i feel like that should be pinned to the channel haha

ivory flicker
#

I assume its intentional that the mini covered walkway and the corner one doesnt give roof bonuses?

cloud flax
#

Reminds me to make updated tech tree

cloud flax
# fallen jetty where can i make an anvil?

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

radiant arch
cloud flax
#

Well I had like 5/6 factories last play through and god knows how many primitive iron works hehehehe

ivory flicker
#

for the pit and ladder lodges, the ones with doors can be in the middle of the stack right?

devout obsidian
#

Any ide how to connect power pls?

radiant arch
#

backside has a round symbol - there's a billboard explaining it too

#

whitepaws only connect to those symbols, not transfer between buildings

devout obsidian
radiant arch
#

wont transfer through the lower building or through buildings in general, no

devout obsidian
#

is there any other way to transfer power up in tutorial?

radiant arch
#

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?

devout obsidian
#

tha't only possible 1 level up cuz vertical shaft is locked

cloud flax
#

There should be "z" shaped one i believe which transfers power exactly 1 step above

devout obsidian
#

both hauler lodges look like this from back, seems they really have only onw power port, useless

radiant arch
#

haulers have no power

devout obsidian
radiant arch
#

or crappy platform, yes

#

can make more dynamite later. just there for cases like this and acessing badwater for example

cloud flax
#

Best bet would be to shift the sawmill 1 step down. Would not need gears at all, simple direct connection

devout obsidian
cloud flax
cloud flax
#

Power sockets look different

#

Maybe add building billboards as part of tutorials if they aren't already? @ lapan

shell fiber
#

you probably should activate the tutorial, and/or build the "how to connect power" billboard

devout obsidian
#

corporate says it's the same image ๐Ÿคฃ

#

oky i'm a moron

shell fiber
ivory flicker
#

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

radiant arch
#

i never use those tbh

ivory flicker
#

i only use them this once for their ladder capability since the map is pretty vertical

#

terraces

radiant arch
#

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

radiant arch
ivory flicker
#

5 hauler lodges? 5 haulers and 6 inhabitants?

radiant arch
#

great option early on imho

ivory flicker
#

the map is pretty terrible for waterpump placements too

#

water pump, water wheel, river baths

radiant arch
ivory flicker
#

no place for rice

radiant arch
#

can you use dynamite to landscape and fluid dumps?

#

(rice can be grown underground too - very useful at times)

ivory flicker
#

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

ivory flicker
radiant arch
#

digging out a pond underground. only needs to be 2 high

#

can be easier than making space above ground depending on map

ivory flicker
#

i think terraces is definitely one of those maps

radiant arch
#

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

ivory flicker
#

do you by chance have tips regarding ziplines? my district is pretty sprawled

radiant arch
#

ziplines?? having one near DC is helpful

#

and than i use them with the triangle buildings to overlap the harvesting / farming / woodcutting areas

ivory flicker
#

i feel like DC in this game is never a place beavers visit often

radiant arch
#

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)

shell fiber
#

iirc terraces was a pretty awful map to play this faction ๐Ÿค”

ivory flicker
#

oh definitely, the bridges to build down before having stackable platforms ive built

radiant arch
#

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

ivory flicker
#

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

radiant arch
#

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

ivory flicker
#

i dont think i have the statues mod at the moment

radiant arch
#

regular statues: the pregnant beaver, pointer, upside-down, ..

#

give a nice boost to well-being. though foods are most important

ivory flicker
#

oh yea those

#

i dont know how worth it they are bc science is still scarce

radiant arch
#

will change at some point - than they add a little more efficiency

#

you placed the two billboards that give +1 well-being each?

ivory flicker
#

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

radiant arch
#

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

ivory flicker
#

theres just so little water space in the map for it

radiant arch
#

there's showers too. and making artifical ponds with fluid dumps.

#

also irrigation bath tower is cheap once it's unlocked

ivory flicker
#

that doubles as cleanfur buff?

radiant arch
#

bath: lido + clean; shower = clean only (like river bath); lido: lido only, no clean

radiant arch
#

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 ๐Ÿ˜‰

cloud flax
radiant arch
#

i forget about it often too, but it saved my population at times

#

or did something change with 1.0? not tested recently..

cloud flax
#

I thought it only provided wet fir, not clean fur... It changed it seems

radiant arch
#

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

shell fiber
#

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

radiant arch
#

it's in the blueprints with the current version

ivory flicker
#

I gnerally dislike it, bc i need to remember to close it when badtide hits.... until automation

ivory flicker
#

Not building, the having beaver go through cleanwater

shell fiber
#

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 ๐Ÿค”

ivory flicker
#

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

ivory flicker
#

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

radiant arch
#

your choice really, isn't it?

#

have architect make platform and add a stair and you have that lodge replaced

ivory flicker
#

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

radiant arch
#

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

ivory flicker
#

agreed

#

altho currently its water that is threatening me when long droughts hit

radiant arch
#

yeah, i wondered how there is little storage or reservoir

#

pump upgrades might proof helpful too

#

less beds that way

ivory flicker
#

If i recall, spicy soda kinda "dupe" water right? as in, more thirst for the same amount of water

ivory flicker
radiant arch
#

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

ivory flicker
#

got about like 300 left after the last drought, filled up by day 3

#

im also pretty heavy on irigation lodges on this run

radiant arch
#

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)

ivory flicker
#

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

ivory flicker
devout obsidian
#

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.

radiant arch
#

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

devout obsidian
#

Yes, early game. What about hauling lodges. With only 2 and later 4 builders if I built more of them, less of other buildings.

radiant arch
#

another problem can be: too many kits - growing population fast can cause this
or too many sick / injured / contaminated? best add more clinics / beds

devout obsidian
#

if they are sick or contaminated, they still take a workplace if i understand correctly

#

unlike other factions

radiant arch
radiant arch
#

they need a medical bed or medicine (=clinic) to cure decently fast

devout obsidian
#

bed needs science, i'm still in "when do i get decent stairs" stage

radiant arch
#

oh. that's tricky

devout obsidian
#

irrigation lodge says "no reachable tiles to irrigate"

#

do they need marking?

ivory flicker
#

Do u have haulers and water inside them?

devout obsidian
#

hm, they brought water and it started to work

shell fiber
shell fiber
shell fiber
shell fiber
shell fiber
shell fiber
#

damn, yeah, this map kind of sucks ๐Ÿ˜‚

#

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 ShrugFT

ivory flicker
#

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)

ivory flicker
radiant arch
ivory flicker
radiant arch
#

that is no longer true and was for input height

#

they work when flooded too now haha

ivory flicker
#

So my levee shenanigans is not needed, good to know

radiant arch
#

@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

ivory flicker
#

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

ivory flicker
#

I think the water missed lol

#

that farmhouse will be soaked everyday

shell fiber
ivory flicker
devout obsidian
#

Can the updated tech tree image be found somewhere outside game?

radiant arch
#

otherwise the one from the billboard is in-game only iirc

abstract vector
radiant arch
#

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

ivory flicker
#

Also i assume u mean the deep water pumps (whats in the picture there)

ivory flicker
radiant arch
#

the deep pump has a triangle roof that can't be built on

ivory flicker
#

Thats some advance stats, tho that is a lot of extra beavers

radiant arch
#

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)

radiant arch
ivory flicker
#

Yea reached that stage once, tho thats a lot later and post ens

#

And sunflower farms were in my nightmares

radiant arch
#

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)

ivory flicker
#

Overall its probably slower, but eh

#

Not speedrunning

ivory flicker
radiant arch
#

depends. with pumps in the dam it naturally would. if water is clean inside, it is fun too (=wet + clean fur)

cloud flax
#

@devout obsidian This was the last attempt I had made for tech tree. Should be more updated than in game one

ivory flicker
#

Is that the up to date one? Probably should be pinned

devout obsidian
ivory flicker
#

I know the storages dont work

devout obsidian
cloud flax
#

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

devout obsidian
#

it now needs sunflower oil from screwpress, too

#

just built it and am screwed by power connections again lol

ivory flicker
#

Also top middle has a typo on the primitive mine

#

Smelter too

cloud flax
#

Oh. For nitro glycerin

cloud flax
abstract vector
cloud flax
#

Get that wet fur and movement speed bonus

radiant arch
ivory flicker
#

how does the aquifer work? like it just spawns water until its flooded?

shell fiber
#

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 ๐Ÿ˜Š

#

(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 ๐Ÿคช )

devout obsidian
#

I'm stuck on missing zipline blueprint, tutorial only says "we assume it was preserved"

radiant arch
#

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

devout obsidian
#

Oh thanks, architect doing it, I lost track

radiant arch
#

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

devout obsidian
#

Oh and game loading works for everyone? I can only reload from save twice then it crashes.

radiant arch
#

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?)

devout obsidian
#

For some buildings this covers whole screen, even if I set UI scale to 80%

radiant arch
#

Timprove4UI offer help i believe - for the building screens too, adds scroll and scale to those

shell fiber
#

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 ๐Ÿ˜‚

shell fiber
#

what ? ๐Ÿง

crisp parcel
#

reall cool work lapantouflemagic! LoveFT

radiant arch
#

everything got even cooler! LoveFT (beside the vertex paint going on vacation)

shell fiber
#

trying to upload before going back home for the WE

#

for the record, that will require updating the texture pack

ivory flicker
#

Why did i not suspect u would change some of the automation stuff

#

weather station in particular

shell fiber
#

This time both are also on steam

devout obsidian
#

have you added science output to blueprint research? ty, without relics on the map it would be total slog

ivory flicker
#

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?

radiant arch
#

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

shell fiber
#

Tell me if anything explodes ๐Ÿ‘

#

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

ivory flicker
radiant arch
#

yeah, felt redundant somehow

radiant arch
#

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)

ivory flicker
#

The best part might be the free lido

radiant arch
#

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..

ivory flicker
#

I assume that water usage scales too

radiant arch
#

scales too, yes

#

just not reaches different layers - so only works on same level as the tower touches

ivory flicker
#

Altho terraces has a lot of flat spaces... its just on a lot of levels

radiant arch
#

tbh - spamming the irrigation bath towers is nice water storage ๐Ÿ™‚

ivory flicker
#

Storage?

radiant arch
#

155 per bath was it? lasts for many days?

#

i usually find 1-2k in those randomly in times of need ๐Ÿ™‚

ivory flicker
#

Oh not so intended storage ๐Ÿ˜‚

radiant arch
#

it saved many a colony before ๐Ÿ˜‰

devout obsidian
#

And wild brambles can now cross water ?!

radiant arch
#

yes. contamination too

#

and vertical

#

1 level

#

sadly had to stop them from randomly turning into thorns.. SadFT

devout obsidian
#

was like wtf did they cross from right to left?

devout obsidian
radiant arch
#

right, there was the fix for the valve pending, wasn't there?

#

anything else was off that needed fixing?

shell fiber
shell fiber
#

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 ๐Ÿค”

radiant arch
#

the primitive sawmill?

shell fiber
#

Yep

#

The animation was intermittent, not that it is very visible though

#

I should give a little redesign to that building someday

radiant arch
#

will check. just had to force-download from steam

shell fiber
#

Tell me if you find other animations that pause suspiciously

devout obsidian
#

is there an improved florist? to make fibers

radiant arch
#

sawmill is smooth

#

sorry, was slow to load

radiant arch
radiant arch
#

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.

shell fiber
radiant arch
#

did they loose the spec?

#

(not checked)

shell fiber
#

Don't know ShrugFT

#

Added to my to-do list

#

And the trebuchet too

#

It needs a complete rework though

radiant arch
#

i fear.. it's 50-60% fine, just this short part goes off

still frigate
#

Steam update buttons and an extra reboot always does the job for me. ๐Ÿ™‚

ivory flicker
still frigate
#

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.

ivory flicker
#

Does that map start with that amount of brambles

#

Thats just evil

still frigate
#

The spread fast, but the mad does start with a lot!

ivory flicker
#

Ik they dont die in badwater now, but do they spread to badwater?

still frigate
#

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.

still frigate
#

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)

ivory flicker
still frigate
ivory flicker
#

Altho the dead ones are only possible now if they dry out right

still frigate
#

Or were dead when the map started.

devout obsidian
#

Dead birch trees, I guess

still frigate
#

Yep

still frigate
ivory flicker
#

Yea, i usually mark my demolishes in pause, so theres no danger of that

still frigate
#

same

devout obsidian
#

We'll need a herbicide eventually๐Ÿ˜†

still frigate
#

I find the battle to be "fun" but then I love the concept.

ivory flicker
#

Imo its too fast, otherwise i might not cheese it that hard

still frigate
#

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.

ivory flicker
#

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)

still frigate
#

A fountain at the beginning was expected... all of that was under pressure.

#

It immediately spreads across the lands, as expected.

ivory flicker
#

Thats..l bad... right?

still frigate
#

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.

still frigate
#

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).

still frigate
#

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.

still frigate
#

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```
still frigate
#

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. ๐Ÿ˜ 

So, I uninstalled 6.2.8.

still frigate
#

I -didn't- forget a coal mine before the primitive ironworks! Finally! ๐Ÿ˜›

still frigate
#

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.

radiant arch
radiant arch
still frigate
#

I let my population grow faster than my farms because I am in a state of "hurry and see if I can do this"

still frigate
radiant arch
#

if waterlevel not drops too much they will stop there ๐Ÿ™‚

still frigate
#

It might in a long drought.

radiant arch
#

if it does they will slowly conquer the level below too!

still frigate
#

Yeah, looking at a side view of my map a drought might let them go down another level.

radiant arch
#

awesome!

still frigate
#

And the map has plenty of stairstepping for it.

radiant arch
#

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?

still frigate
#

||A row of sunflowers in the water|| stops that.

#

Beavers need to learn that starving to death is TREASON!

still frigate
#

2 tried to migrade down during the drought.

radiant arch
still frigate
#

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". ๐Ÿ˜›

shell fiber
still frigate
woeful sun
#

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 ๐Ÿ˜•

still frigate
woeful sun
#

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)

still frigate
#

/nods

Yeah, I expect so.

woeful sun
#

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?

still frigate
#

Of timbertrees?

woeful sun
#

no, in the game with whitepaws 6.2.9

still frigate
#

pine & berries, which should be there

radiant arch
#

oak is the pink one

#

surprised too with the Original.. odd

still frigate
#

Yeah, but it isn't really oak. it is 1 voxel higher and has different growth rates.

radiant arch
#

it is the same file for game

woeful sun
#

haha! So i'm, right

#

The modifier Original is probably being ignored because it should be lower case

still frigate
#

And brambles, of course, replace birch.

woeful sun
#

err, no the pink one is everblossom

still frigate
#

Anywhere on a map with oak becomes everblossom
Anywhere on a map with birch becomes wild brambles

woeful sun
#

and blueberries?

still frigate
#

Still blueberries

#

Pine is still pine.

woeful sun
#

yea, but there are whitepaws versions of them,

#

with BackwardCompatibleTemplateNames

still frigate
#

Ah.

radiant arch
#

the blueprint modifiers still seem to be lower-case only. there's no cast anywhere and code is same as few versions back

radiant arch
woeful sun
#

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

radiant arch
#

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?

radiant arch
woeful sun
#

observations:

  • Good group Badwater has no goods (log message, not sure about the severity -- maybe try GoodGroupSpec#delete?)
  • Untranslated strings for Good.Grapes.PluralDisplayName (missing) and Good.Coal.PluralDisplayName (wrong case?)
  • Translation string for Water & Badwater ToolGroup is 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

still frigate
#

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.

woeful sun
#

huh, if I put bogus data into the modifier it does cause the game to crash, so it is being applied

radiant arch
#

when starting another faction game too?

woeful sun
#

I only tried loading an existing Whitepaws save

#

The modifiers are optional so I don't expect them to affect other factions

devout obsidian
#

ooh, at least one building can conform to terrain

radiant arch
#

they stack too! (which i think is pretty cool)

devout obsidian
#

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

shell fiber
radiant arch
# shell fiber 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 ?

shell fiber
#

At least I tried not caring and it still works

radiant arch
#

those ninja devs..

stiff flint
#

Where did the Giant Pillar Bases go?

radiant arch
#

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

stiff flint
#

thanks, i can work around that for now

still frigate
#

@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.

woeful sun
woeful sun
# shell fiber What do you mean ?

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).

radiant arch
#

just looked into the valve and it seems somehow by design unlimited .. which is .. very odd..
want anything else changed in it?

still frigate
#

My beavers have crossed with narrow side of the map on the lowest level. And they have science (44 only), finally! (Day 95)

still frigate
#

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. ๐Ÿ™€

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. AngryIT

#

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.

still frigate
#

@shell fiber Was irrigation towers not watering a level down a conscious choice or a design limitation back when you made them?

still frigate
#

@shell fiber The P&L passthrough is missing the stair exit symbol on the roof. Probably for a very long time.

still frigate
#

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. ๐Ÿ˜ฟ

still frigate
#

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.

still frigate
#

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?

still frigate
#

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.

still frigate
#

All that effort wasted. ๐Ÿ˜ญ

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! ๐Ÿฅบ
(Or make something new that works in water...) ๐Ÿ˜›

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.

still frigate
#

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. ๐Ÿ˜ญ

#

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.

radiant arch
#

super helpful!

#

cleared some caves on your map using hauler lodges of 3x2x2 and 2x2x1 too, when cannons or draining otherwise not worked

still frigate
#

Nice

#

The badtide did breech the underground pool in the colony start.

radiant arch
#

a pump would fix it quickly

still frigate
#

That was a lot of force to climb two levels.

radiant arch
#

but i guess there's no space for those?

still frigate
#

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.

radiant arch
#

fluid dump or cannon will only make it take so much longer to clean up too..

still frigate
#

I have a solution. It is crazy but it will work.

radiant arch
#

how?

#

dig a big deep hole?

still frigate
#

Working.

#

Nice and dry. The levee goes where circled.

#

I -really- wish I had a beaver washer right now.

still frigate
#

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.

shell fiber
shell fiber
still frigate
#

@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.

radiant arch
#

ziplines will fix that soon enough!

still frigate
#

Not if I can't get enough berries. ๐Ÿ˜ฟ

I have 3 florists making berries and they aren't making it to my library.

radiant arch
#

not with hauling priority?

still frigate
#

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.

still frigate
radiant arch
#

no, the library

#

for the fetching of berries before they get eaten

still frigate
#

It was not. It is now. The florists needed it because they weren't getting enough water.

radiant arch
#

best have them close or those haulers will be blocked from doing anything else

still frigate
#

They are.

radiant arch
radiant arch
# still frigate They are.

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

still frigate
#

I just recently unlocked the medium tank and I am making tar.

radiant arch
#

normal 60u pit tank is big enough

still frigate
#

Might help the mushroom and paper tents too.

radiant arch
#

oh.. paper might drain more water.. paper is sooo expensive early on

still frigate
#

I have 3 lidos providing water. Two were just to counter the stairsteps since the water tower doesn't deal well with them.

still frigate
radiant arch
#

yeah. the powered one has 400u storage? for good reason..

#

really drains resin too

still frigate
#

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.

radiant arch
#

haha, it's named 'Badpaper', 'Betterpaper' and 'Bestpaper' - love those!

still frigate
#

Best?

radiant arch
#

the abyss factory

still frigate
#

In the abyssal?

radiant arch
#

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?

still frigate
#

Yep! Nice

radiant arch
#

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?

still frigate
#

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.

radiant arch
#

being faster is plenty. though it not really matters with population below 1k i guess

still frigate
#

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. ๐Ÿ˜›

radiant arch
#

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.

still frigate
#

By the by, I'm not complaining. It is just a repeating struggle.

radiant arch
#

certainly is

#

winter will fix it ๐Ÿ™‚

still frigate
#

??? How? Winter usually makes food produciton worse.

radiant arch
#

exactly!

#

less beavers = less hunger!

#

btw. for testing i set it so kits grow up slower

#

in winter, faster in spring

cloud flax
#

the baby boom after winter would be majestic!

radiant arch
#

kinda pondering now that i wrote that if lowering reproduction rate would be a thing too?

#

would that make winter worse or ease things?

#

likely would help to quicken it a little in spring..

cloud flax
#

like wont it be like, beaavers frolicking indoors during winters get pregnant and mass birth boom in spring?

#

๐Ÿ˜