#Water Beaver Overhaul
1 messages Β· Page 65 of 1
yet in game.. a season is kinda lasting longer than a beavers life
so it might lower population a little before spring. not sure
i dont think its that uncommon for pop to drop a bit in winters π
also maybe increase chance for getting diseases/sick?
yeah, got that proposal too. increase overall probability of any bad luck..
decrease them some for summer
not sure yet
sounds fair. btw whats the main concept of autumn?
harvest
so doo they have a buff for faster harvest too?
maybe a boost to carrying capacity would also be good
settings are kinda: rainy, slight contamination.
work efficiency is slightly up, hunger slightly down.
carrying hardly does anything if it's not big bonus
we shuld move to your channel i guess
Well, it does affect whitepaws. Like my maps. I could put them in a map thread while developing them, but I like getting feedback of WhitePaw players here.
Paper is now powered and the tent has been condemned and planned for destruction by the beaver council.
just helps keep ideas in one place so easier to go back and find π
True
What does calculatorium do?
It is the brain of WhitePaws automation.
For any 1.0+ automation to work you need one (or more)
Igor's advanced automation mod does not need it.
Though you may still need it for the sensors to function. Not 100% sure on that one.
I just build it so I have it available for some things I really like.
(Or if I am testing for Lapan)
Ty. And seems there's no population sensor?
So much cheese...
Where did your population go? You should have nearly a thousand with that many buildings I would think.
not connected to paths it seems :P
lol see all the red icons
why not build regular dams?
there are no regular dams
like the dams of whitepaws. they can go upto 2 tall easily
You mean like these?
1.65*
They go even higher once you have sequoias.
with (later) upgrade 4.65 even. but needs sequoia first
That white wall in the middle was built in ~30hrs nonstop after sandworm chewed through badpipe. No way I would be able to erect dams so quickly, Would wipe me out. And there are thorns in some places that prevent placing larger structures.
Would love to challenge lapant or anyone else to play this map without "cheating". Even that screenshot should be marked spoiler lol. And it's normal mode, not hard.
It is officially suggested NOT to play WhitePaws in default hard mode. π
it is possible, just a pain
same with that map. plenty strategies to avoid those or refactor them
i play with bad tides disabled for like first 20 cycles....
That would not help you hereπ
Beavers are dying right and left on me due to a drought that went a bit too long and I'm running slightly easier than normal.
blame the map maker haha
btw, where are you in tech tree rn?, like recent science upgrades and what you plan on upgrading next?
Oh, I do. Beleive you me!
Not filling the extra 0.3 of water feels like such a waste
you can then build the acutal floodgate dams. they can go from 0-2 but are much more expensive
Asking me or Londo?
not much. just the blueprint and some metal
Londo
Getting a second and third alchemist. Waiting for second batch of methane rn.
like around cycle 15 is when summers will start so would be interesting to see where a newer person is in tech tree to see balancing
so you got the workshop?
Yes, Got about 750 science from relics, otherwise would not even be there.
can see ziplines, ropemaker, large farmhouse. looking good!
I was down to 8/250+ with drink at the end of the drought. I'm not sure the beer is keeping them alive.
all sut up to start growing pop for industries
i think you should be more dehydrated after having a beer hahaha
Not beer. Beer is mostly water.
but what's the science strat without relics? just slowly accumulate for 10 cycles?
Ever had "real" everclear? Not the tamed stuff, but the stuff so strong it dries your mouth out when it hits.
scaling and prioritising library needs
gives pretty decent output for the advanced recipe
that's bottlenecked by the single alchemist anyway
i very recently started drinking so have to explore a whole lot. but not sure i wanna try it out... π
you can tripple alchemist output by well-being pretty early
but yeah, it's by design you want more of them early
Everclear (151 or 190 proof) is a 75.5%β95% ABV grain alcohol classified as a Class 1B flammable liquid, requiring careful handling. Modern bottles feature a reduced warning, typically stating "WARNING: FLAMMABLE LIQUID. HANDLE WITH CARE" on the rear label, replacing a formerly prominent front-label fire warning, according to legal complaints and company rebranding.
Key Warning Label Information:
- Flammability: The primary warning highlights that Everclear is highly flammable and should be kept away from heat, sparks, and open flames.
- Safety Advice: It is advised to use only in well-ventilated areas and not to use near open flames or stoves.
- Consumption Warning: Often labeled as "not intended for direct consumption" or needing to be diluted, as it can cause rapid, dangerous intoxication.```
you would need a meadium mine for quartz for the alchemy sets btw
yeah, so that's 300 (?) for the workshop and 150(?) for the medium mine. and a good setup for scrap metal to keep it running
also proper big resin farming and some
yes it's in there already
pretty likely need 1k science points by that point i guess (to make additional alchemists)
which might be 1-2 cycles with the better library recipe
and 2-3 to get to that (first alchemist)
maybe if you don't need explosives or medicine
I often skip the medicine at this point. I really shouldn't becuase the recipes are so much better now.
so can switch recipes for that
making planks form giant logs with crappy blades takes science points haha
REALLY?!!! Wow! I never noticed the negative hit.
I obviously need to pay better attention.
yeah, no early way beside library it seems.. too bad..
given default rate is -5 per day it's kinda unnoticable either way
did 6.2.9 add science points to blueprints?
6.2.8 not has them. but that might make early game science much easier tbh
if they had like 50 science points per blueprint or so
yes, 50 points with each blueprint
awesome!
But only for research, not copying.
they still need the damn salts
yes, they never will have enough salts
The salts are key. Have you noticed the salt burner yet?
very helpful to invest in medium badwater pump early
yes. it's taking virtually none, so it's fine
I --hate-- that thing and skip it whenever possible.
they kinda aren't very efficient in attacting beavers
reasonable. but recently they kinda make sense to speed up library science for a while
(I keep saying that and Lapan will find a way to make it mandantory)
i mostly have skipped it and diectly went for big bad water pump
lol why
well, you need enough population to run the bucket version to similar level..
i had suggested locking it behind clock work parts. not sure if thats there or not.
oh, btw: you can seal badwater in with the medium pump and have it pressurise and last a little longer into drought if map allows it
the big one is
it's post-ENS now
yeah. makes medium one mandatory now then
still needs 2-3 medium pumps for library era
cant imagine getting ENS only on buckettign post lol
or 10 buckets
with 30+ prisons??
remembering the super-powered library days and rush-to-ens the current nerfed versions make so much more sense
Half that right now.
well, since wps hate unconnected buildings so much, they can cause unhappiness
already hating myself for that ideaπ
nah, it's fine. others disable badtides instead. i used them at times of need myself.
The trick is keeping busy with so many other projects the ENS blueprins sorta sneak up on ya.
I also just now realized what would fix the medium pumps for me. The door and the intake blades need to be opposite each other!
would that change much?
For me, yes!
i usually put them against a wall and dig way in when ready
That's not an exit symbol, it's a hauler symbol π
I like to stagger build. How they are wastes two levels of space instead of the acceptable one level.
Should still work π€
did work for me with 3m+ deep water, when colliders were added
I should have tried.
oh that makes sense!!
would be even cooler for that to have door on the side ?
@radiant arch How they are now the blades are always centered on the P&L door.
what a waste of population haha
I need more haulers.
I made configs for them this time. I just forgot why I did so. π
that was the thing i wanted to suggest for replatform! replacing towers with ziptowers!
looks like you got plenty potential there
Yeah. I had just forgot why. My brain can be my worst enemy, especially if playing sober.
Oh yeah. The need ladders unlocked to not be annoying.
Put this on pause until I have ladders.
This one yes, but not the other one.
Speaking of stairs, I sorta went crazy on these two.
How do you enter your pumps here? Curious what you did.
forgot to enter the lowest pump
would have needed 1 or 2 dynamite for that one
idea is always to have badwater on the other side of dam. or ground
given there's 2 tiles between inlet and door a lodge always fits
it's the main use of broken cart dynamite to make something like this for me
So the bad water is coming down like a waterfall right?
That is pretty cool.
might be the reason behind the door-side choice i wonder
No place for that on -this- map.
It could be done on level 2.
Amusing. I am pumping so much water my field isn't filling.
this one wouldn't save beds .. hmm
this one would if you used dynamite on the stairs
could just put the pumps against the walls and skip the hauler here..
I wouldn't do that one without ladders.
guess a dam would do too for the hauler lodge?
seal tunnel with lodge?
but yeah, if you can feed the beavers, the p&l is just as good
The other river isn't even 1 deep. /laughs
Another build and delete project that will eventually give me 3 more water canons since the two I have aren't keeping up with my water pumps.
@radiant arch With the priorities you suggested I am getting berries in my library.
nice productivity!
@shell fiber -visually- the 30Β° are off, but functionally they are fine.
@shell fiber did push a patch for the valve that forces the UI to never go above limit. it's now auto-enabled for whitepaws too.
this should work for automation too, but will not fix saves till they touch the slider i believe.
regarding the flipping i asked the devs if they would add the fix.
it's possible but i would avoid doing patches on it for now, in case they would consider supporting this.
Anyone know what it would take to make edge battery mod work with waterbeavers?
likely not more than 2 json files
it most likely just needs to be added to the TemplateCollection (either by appending one or appending it in FactionSpec) and maybe adjusting the costs for the building.
if it supplied a spec to allow edge building it might be another option to append that to existing grav batteries even.
loaded the mod and this seems to be added by it:
"EdgeBatterySpec": {
"CapacityPerTile": 2000
},
"EdgeBatteryVisualizerSpec": {
"PositionTransformName": "#Weight.FolktailsMisc",
"ScaleTransformName": "#Rope.FolktailsMisc"
},
so replacing GravBattery in regular batteries for whitepaws with this likely would do the trick. maybe need to fix occupation too.
for that you need to make a file with exact filename of whitepaws battery it should patch, put the changes into them
and add the edge battery mod as dependency in mod manifest.json
Should be using waste stones. Charge the battery by loading them in and they get lowered away to the abyss π€£
We shall soon known if I have done enough or if the bad tide breeches my dams again.
Yes and no. The colony start was protected. The bad water went around the dams on the rice and lily fields. It is also hovering dangerously close to going over the reinforced dams at the lily fields.
I should have blown the levee sooner. Also, this farm was lost. Apparently this is my map's overflow drain that I built the farm in.
Tool, part of Igor's advanced automation mod, can do mass pause and unpausing. It is so extremely useful!
minor bitch about the game in general: I really wish beavers wouldn't leave gaps liek this unless priority dictates it. Which it doesn't here. /sigh
@shell fiber I believe we have a bug here.
I can build the calculatron in the first and second images, but not the third. The main difference? The third is a pair of P&L lodges. lined up with the P&L part of the calculatron. The ladders even line up.
@shell fiber You were asking me to test automation as I played. Here is a success. A depth sensor and a gate. As soon as the sensor is wet the gate closes. When their tasks is gone, beavers can still pass through it back to the colony (as designed) but no more will go down the ladder to their doom.
In this case I still had a couple of sick beavers because they stubbornly kept salvaging that scrap as the bad water flowed. They are being treated.
@shell fiber Just to verify: You intended for the water cannon spray to block zip lines, yes?
@radiant arch My colony has reached level 2 and are exploring and building. I don't know it it is possible, but I am gong to attempt a layer breech (at the far left zip pylon) and setup a zipline between level 1 and 2.
This is roughly the breech I will attempt. That angle is probably too steep but I need to dynamine a tunnel to find out my limitations and options.
Here is something else I didn't think of when I designed this map. If I could capture and redirect that column of water over to the aqueduct, then the shallow river of bad water on level 1 will dry up and give easy access to all that metal.
A side view
Arrrgh! The weather station is too tall for the place I allocated for it.
Exchanged it with a hauler tower. All is good now.
Yeah, i had also reported some of the voxels on the calculatorium seemed to have wrong occupancy/support/watertight #1070709592176197642 message
I didn't get to play this weekend so I haven't re-tested 6.2.9, though
I had to add another balloon (still building) but WhitePaws can zip-line through the first and second layers!
Drought preparations... it wont be enough
what's this mod about ?
hmm... well you can't exactly plant those decorative trees in the roof of another building π€
oh, actually no that's not a problem π€
aaah, i see, should be able to sit on a P&L lodge indeed
They used it all. But... no one is thirsty... yet. It takes more than a day for new water to get to them.
side effect, not really wanted to block the lines, but having the cannon be able to shoot water through solid structures or ground is worse
Instead of "Chain Lightning" we have "chain water"? π
All my processed supplies have been steadily swindling. I was really confused. Then I saw it. I had turned off primitive sawblades. Doh!
I did it, but it was too much for the drains and flooded the paws. So I blocked the original source and let it spill over the side into this level's river.
reworked the dams hitboxes and made custom construction sites
and if yous stack everythign at once
This will be so nice.
@radiant arch what was the deal witht he sequoias ? dead ones won't be cut if there's a path on the flag spot ?
iirc any wont cut with path on flag spot
if the feller marked them for cutting next it would stop working at all
okay, but removing hte path solved it right ?
and the usual grapes around them did not matter
oddly enough, no. chestnuts neither
so i'll make them also occupy the "path" in that spot and that shoudl solve it
at the expense of a few sequoia dying a horrible death
you can't plant another plant on the tile with the flag, could you?
that was never possible in the first place
i just realised that the giant log storage was just as f*cked as the giant log feller π
i'll have to dig into the U7 version to figuure out what the rigth data was, maybe even older
@shell fiber It was asked earlier about the population sensor. Do you have it disabled for a reason?
Finally!!! ENS pre-launch. Copying time.
It is ONLY day 460. /sigh
I made it because it was a zero effort tasks, but it's too easy to abuse it to artificially control your population I believe, so I don't really want it in the game.
But you can use it if you need it for legitimate purposes
I don't have a use for it.
Maybe I actually worry too much about that though π€
Oh right, that reminds me : making the calculatorium blueprint locked is not a good idea. The most important sensor are the depth and contamination ones anyway
Which means : I need to blueprint - lock something else π€
But I don't have a good idea, best candidate seems like the assembly line ?
science cost of those is a good lock already imho
Science cost can be lowered π€
kinda pondering if it was cruel to require a processor for sensors?
might kill the purpose though π
blueprint for assembly lines feels odd imho.. there's only so few to build.. kinda nicely balanced too rn.
and things like medium badwater pump are too cheap.. what else is there pre-ENS that might use them?
hmm... i considered it, or some other 'sensor' item, but that would push it too far tech wise and / or add clutter
Always amuses me when balloons travel through the ground. Don't know why.
Various droughts and bad tides killed my vanity trees. π
balloons again? for the blueprints? kinda double cost given they take exploration too..
Nox Will?
I always wondered why the big drills weren't blueprinted, but now they are ENS kocked so it is irrelevant.
same with advanced sawmill or big badwater pump.. all pushed late already when blueprints no longer make any difference
fixed at last !
And we have a lot of blueprints.
looks like the emergency snack corner 
don't give me ideas...
i could make them edible...
That is a disaster waiting to happen /laughs
@shell fiber If it isn't too difficult, would you be willing to add one of these in-range indicators to the top of the balloons?
No need to be psyched about pop control, just add spaying option to the clinic, beavers happy, management happy, win winπ«£
not sure i understand what you mean ?
@shell fiber That ring on the bottom lights up if within range of another zip line piece. All other have this on top which makes it easy to see.
images: In range and out of range.
Maybe the water cannons?if you make them more powerful, they can work well with the Autumn plan as well
oh it is just misplaced
regarding the blueprint issue, thanks to @radiant arch's script removing the valve's infinite output i think it's safe to say the floodgate is fine as it is for now
for now
Yes. Very hard to see under there when one builds from above.
@radiant arch what was the deal with berry juice already ? it didn't make sense ?
oh right, cereal bars are much better was it ?
juice gives 0.2 berry-need + thirst
cereal bar gives 0.1 berry and 0.1 sunflower
as there is no other efficient sunflower food, it would fill berry need itself
so even if juice is more efficient and can help with thirst, they not would need it since berry need is filled otherwise?
cereal bar takes 3 berries (0.6 total value) and makes 22x0.1=2.2 total value -> x3.6
berryjuice takes 5 berries (1.0 total) to make 20x0.2 = 4.0 total value -> x4
so i think berry juice is slightly more efficient
at the expense of screw axles though ... hmm...
it is and it's really nice in idea
just in practice they'd either have to skip on sunflower or overeat berries need to ever use it
hmm... what if we made wine from berries with the winery ?
no more grapes?
can brambles now go up & down 1 level & even grow partially submerged?
and why have grapes only for science when science at some point becomes meaningless?
what ?
???
don't beavers have grapes need?
and need only 25% of actual grapes if drinking wine?
whats a darstedly change, i thought i was safe with a moat around my build area but brambles climbed down a block into .75 deep water then grew up on the other side! Darstedly evil
only other point i can remember grapes to appear is ENS science. and once wonder is unlocked that's no longer needed.
they also ignore contamination. they only can dry after about 1000 days (or flooded >1m - no breaks, or they revive)
if it's less than 50% contaminated, yes
wait, is badwater now feetilizer to brambles?!?!!!!!!!
kinda π
What would be super evil, like maniacal laughter evil, is if they die from too much badwater they turn into those unkillable torns!
using berries on it could work in this case. there's plenty berries available, so if there's too few grapes it can save space (and help with winter).
to make wine
i was told not to make them 
you can make it as an optional difficulty booster add on mod π₯Ή
haha, at some point! (worried for my backlog.. was asked for badwater-thriving plants too.. like reverse badwater and moisture effect on them...)
Ooooh sounds cool! The current play is to force bad water off the map, or shut it down, so of there was somewhere you had to use it (in a large area, not just to harvest a bit of it)
it might also be interesting to add a resource you can only get by killing a tree (including bushes) with bad water
but that means they wouldn't grow on normal wet ground ?
Brambles will also use the lower water levels of a drought to "walk across the bottom" of places they couldn't go before. All of this is drought-spread.
they'd dry - i believe it was for a badwater themed faction that wanted to dry out and contaminate the world or something
so you purposely have to flood & dry out an area
Plan birch trees -> flood with badwater till dead -> harvest toughened birch tree skins
Plant berries -> badwater till dead -> magic-infused berries
it looks like the brambles dropped 2 blocks there?
Mine have only been able to drop 1 block
Optical illusion. They only go down 1 at a time.
phew
But a really low drought allowed that other level down.
for now. had to take a break on it, but they will go down more than that at some point (like: drop seeds down the cliff)
i wonder what a white paw beaver high on brain-boosting salts & magic-infused berries could do⦠they might not even need a zipline to fly!
This view shows heights better.
is there an option to turn down fire illumination from the brightness of 1000 suns?
The mine and primitive ironwork are glowing bright enough to put an angel's halo to shame π
This level surprises me. I'm on day 494 and they have just crossed the land bridge. The other side they went much further.
you could try and disable bloom in settings?
that helped, thanks!
@radiant arch want power between levels? Just go through one of the drains.
Also finally got sequoias. Still need minty bamboo.
@shell fiber is this version safe to drag crops over the sequoia forest or do I need to be careful planting?
must not plant on the middle field
otherwise it wont plant the big tree
trees are already planted.
on already planted trees it's perfectly fine to drag
Okay. Because a couple revision back there was a problem when I did that.
soo much science ! why are there still relics??
I like the glow.
what happened?
do they override the central tile?
When a tree was killed (not cut) it wouldn't get replanted.
The tree and a grape plant co-existed on the same square.
oh, that must not happen..
But I thought Lapan fixed that.
can't remember tbh..
me either. That the problem.
only know he fixed the tile with the flag
I went chestnut crazy some time ago. π
i always underestimate how many they need with the stews and stuff
same for pines..
Doing okay for now...
Gotta trace my stew problems though.
Mushrooms and brambles are too low.
Plenty of sawdust so I need more mushroom tents until I get GMO access.
Okay, that's a neat watercanon view.
might be dangerous for ENS to eat up all cereal bars as that will escalate sunflower seed need and berries!
Yeah and I have acres of sunflowers planted too.
how does cereal bar production look?
without them you need more'n double the seeds and berries (forgot the actual ratio)
Rice kept failing. I've got it fixed so I need to ramp up the bars.
I now have 8 water canons feeding my mixed rice and lilies.
The trials of unclean water.
4
only managed your last map using that strategy (well fluid dumps early)
I have 2 or 3 of those too.
Three
@radiant arch Here is something weird with my map I can't explain. The two claw relics that aren't glowing also say they are flooded, but they are not. So confused.
unity limits the number of active lights for one - if there's too many, some wont glow
the other is timberborn default lights force a no-flooded limit..
i not understand why they would be flooded here though
Yeah. Through every revision of the map I have made they have been flooded when I started it up.
maybe they can't get rid of the status being objects??
I might need to delete them and redo those two toe claws
gonna try to dev mode fix them real fast. If it works, I'll need to do it in the real map.
The ground itself is being treated as if flooded when I try to copy a relic back there. WTF???
I even drained the claw and that shows flooded. Most of that area. There is noth8ng under it eaither.
does ALT+X show anything?
ALT-X confuses me.
there's water column statistics in it for any tile
it would show exactly what the game believes to be there, including in- and outflows
I'll have to try tomorrow. I can't read it clear enough on my laptop with fatigued and old eyes.
not sleeping. Just fatigued eyes can't read small text. /laughs
Most of this area shows flooded EXCEPT what I circled.
But yeah, troubleshooting for tomorrow.
I was always nearsighted (since around 9), then had LASIK and my vision was great. Then I got old. /laughs
oh, i always had bad sight too, and rapidly tiring eyes on top. so i can relate. i use zoom a lot and text-to-speech
might be. i had lots of cases of broken water column updates when testing the portal wells with U7. might be there's still lotsa quirks in it
in that case a air channel above the relic might fix it
Not sure I follow. Air channel? There is a layer gap. Relics are at the ends of each claw.
water map draws 'columns' between soil layers
sometimes it misses the ground / halucinates.
adding another 'empty' column inbetween can fix those cases
so right above the relic there might be some water. if there's enough space between removing a block of dirt might fix the calculation again
(it would add another empty 'watercolumn' and thus force a re-calculation)
just tried to make the detailer that makes beavers sick, but they just won't used it
I'm still not sure I follow, but puttinh a layer of dirt down wasn't flooded.
as what common sense dictates
smart little guys
there was no random (high) chance of illness option for those?
aaaah
it's technically not really difficult to make it apply a forced need without the beaver knowing in script..
i could make it like this
i'm not sure it works outside workshops?
ah, hmm
maybe not actually
using the beehive script is an option, but that causes serious trouble if build on a housing building
constant contamination for the inhabitants
meh, whatever, i didn't really want the detailer anyway
it's going over multiple layers too i believe?
yep
Seems to run fine, only got this and missing shaft in 1 place (wtf, there are other shafts like it and they are ok)
the shafts in question were placed on overhang here, no idea why this overhang placement is now illegal?
there might be rare edge cases where the base of the overhang might have changed. or if the building below the overhang got a wrong occupation value accidentally?
those are hauler lodges?
Yes
and the overhang was placed on what? the platform below the shaft? the lodge?
Between the lodges, in the middle vertically
odd. might be occupations there.. lapan will have to look at it..
Also, went looking at some very obscure buildings..π
i touched the slider and...
NullReferenceException: Object reference not set to an instance of an object
Timberborn.WaterBuildingsUI.ValveFragment.SetOutflowLimit (System.Single value) <0x79d6e520 + 0x00000> in <0e809922ec6a44f68ad587ad0b6ece29>:0
you had automation active?
no automation whatsoever, it was ordinary valve lodge set to unlimited
hmm.. i need to test with new version. maybe some settings did change
it should just set it to whatever limit is applied instead of unlimited
sadly no fix but downgrading my scriptpack from mod.io
https://mod.io/g/timberborn/m/grauschweifs-scriptpack#description 1.4.1 should work
you removed the unlimited setting completely?
only from the UI, yes
but looks like some case can happen i not tested
but why? 0.3 is too low
cause it makes sense to lapan. was 2.0 for 6.2.8 i tested with. hmm
it was 2 then was changed to 0.3
@shell fiber should valve-limit be 0.3 with my fix too?
will fix it tomorrow. too late today / little time. sorry again for it
This is something I want to report for some time. You can attach the Overhang platform to the side of the terrain, but not to the side of the buildings. If you manage to place it, it will be destroyed after saving and loading. You can place the Squewer platform on the side of buildings, but it cannot be placed on the side of the terrain.
@shell fiber could you please re-enable the DefaultOutflowLimitEnabled and DefaultAutomationOutflowLimitEnabled on the valve to true?
my script might not work without that
(did test against 6.2.8 still, so valve had 2.0 limit and enabled default flow limit)
Well that's weird
Oh okay, I'll do that tomorrow ,π
It would also be helpful if overhang build model showed in red when trying invalid positions. Often it vanishes completely leaving me to blindly circle around with mouse.
The game does that to me in the map editor unmodded with water sources. /laughs
Might not be in Lapan's control...
FWIW, my save loaded without error.
I do not have a valve house at this time.
would you happen to have a full report for me?
i can't seem to reproduce it with my mod for some reason
Hrm.... I do have 22 stranded beavers on zip lines...
the repositioning on the balloon?
Perhaps. I'll unstickify them and test.
looks fun haha
I'm leaning towards a 1-time thing.
Nope getting stranded beavers, sometimes on the lines, sometimes falling onto buildings.
I may need to break and re-set my connections?
maybe helps, but would still make for a problem to have to
They are getting stuck as bad as they did when zip lines were first added.
initial 22 fixed
+2 fixed
+4 fixed
+7 fixed
in the balloon blueprint there's this
"ZiplineTowerSpec": {
"CableAnchorPoint": {
"X": 2.5,
"Y": 11.25,
"Z": 2.5
},
need to change it back to "Y": 11.65,
was the only change
might be otherwise the rounding is off of something like that..
Let me break all my lines and rest them first.
all baloons have had all connections broken. Gonna run a bit to let any buffers clear then I'll start restringing things.
new day... starting to restring...
Okay, getting new stranded again. Resetting value.
@shell fiber FYI
When I saved without touching the valves and reloaded the game, then it doesn't crash. But now there's the 0.3 hard flow limit.
@radiant arch
Before I reset the zipline values should I load/save/load again?
well...probably crashes for everyone who has 0.3.9 save file with unlimited valves, they must load and save in new version first
yeah.. i fear.. i will have to try that..
LMAO you pimped up the mushrooms in tent or I did not notice before?
So enticing, would try some myself.
This change has been made... testing... all -appears- to be good.
@shell fiber new Z value was breaking the zip lines. Reverted to old.
Anyone notice that the color of the pause icon indicates whether it is manually paused or automation paused?
sorry to be rude, but..are you colorblind?
No. Why?
I noticed immediately
If you would prefer, I can avoid sharing details that should be obvious to most people.
no it's me probably sorry, was just explaining apple tree bark color in other thread...
keep sharing
/nods
that actually kept me thinking too haha
I appreciate construction possibility like this so much!
does that make it through save&load?
i just not knew it was possible tbh
would come to the dirt block placement limits and there might be edge-cases it might not survive
Once again I was stupid.
When the calculatron didn't build on the P&L lodge I used other buildings. As can be plainly seen here, that left gaps for bad water to ignore my dam barriers. Thus my build is breeched.
now you made me nervous. ALL my water pumps are hanging off cliffs like that
but it loaded fine
probably more optimal to put a zipline station in the bottom and pumps next to it since they work submerged, but it looks cool
i love putting them like that too
just not knew the side platform worked below the edge too
those changed soo often since U6
there's still rock behind it, it's not below
it says right in the description "can be attached to sides"
@radiant arch
image 1:
I altered that area of the map significantly.
The paws are now one level higher/deeper (depending on one's view) on a decorative platform (aka lined it with stairs).
I also added in the 8th "claw" relic that was missing. All claws will glow in WhitePaws.
image 2:
The entrance to the secondary cache has been made both harder to get to and harder to flood. A second large source of berries has been added to the map.
image 3:
Added in some at-start and near-to-start relics for an actual science boost rather than simply decoration as they were at the paws on level 2. For this map, this level, relics are surrounded by oak instead of thorns. (No thorns on this map at all)
image 4:
Removed 1 bomb (it was where circled). Made some changes to the "manufactured" reservoir area to make it look even more artificial.
(not shown):
Added 3 more (individual) birch trees on the 3rd level to seed bramble growth in other areas of that layer.
At some point I should probably playtest this again with WhitePaws. If I do I can put it in my own thread in maps so I don't bother people here with it.
Do you want notified/linked to said thread if I do that?
bonus:
added in a distressed aqueduct for flavour. It does not alter the flow of water on the map.
@shell fiber Was there anything else you wished me to test that I haven't?
@radiant arch The flooding problem of the relics is indeed solved.
Oof, that's going to mean a lot of redesign. No more using valve lodges to drain contaminated reservoirs after badtide...
dang, brambles now skipping levels... is there a limit how high they can jump?
+/- 1, and only into water up to 1 deep
but they were nice enough that berries can also skip levels now
cool i mean if berries can too it's "fair" just berries would need to spread as fast π€£
berries are still much slower, so it takes work to keep the brambles from doing it first
but it did make it possible for me to grow my berries out a lot more than before
(before the tree nursery, anyway, after that you can plant where you want of course)
got surprised quite a bit by brambles in a place they had no reason to be there
reverting on my side too
finally managed to restore the power shaft extension mod, uploading soon-ish
sure, would like to be notified
Automation still allows you to set it to unlimited. But only the first time you connect valve to sensor. And it might get nerfed too, what is the plan here anyway?
might not be possible with new version anymore, as the default should be limited now
when lapan updates that is
well if it still is, it will get fixed
So it is the plan that valves will only get up to 0.3? ELI5 pls
looks like it. that was the original setting lapan used
Oh my. "Water beavers" that have such hard time to control the flowπ no 1x1 floodgates and then this
i originally intended for the valve house to be very limited, basically just enough to allow irrigation, but not enough to effectively be an on/off gate on your river
Okay and is there any alternative for badwater diversion like other beavers do it?
Or even different original solution. Anything.
sure is - cannons, pumps, fluid dumps
the whole concept is about making water management a challenge - not just mindlessly spamming super cheap levee all-over and stop thinking about cycles with the first cheap sluice / valve
there's floodgates too, and giant dams and all the depth of multi-level industries
"like other beavers" is not the right idea π
There's a challenge and there's impossible. Like i'm having 5 weak water sources here and now I for each need to excavate huge holes to fit wp floodgates in.
which map are you playing on ?
dune part 2
it's feasiable, but difficult
if that miserable corner of greenery is all you have it seems pretty hard
but than, this faction might not be for everyones tastes and not all maps are same
there is virtually zero damming opportunity
no the starting place is in the other end. this corner will get eaten by sandworms
oh, even better π
beavers without properly fitted stillsuits die quickly π€£
especially these whitepaw waterbags from caladanπ€£
oh, nice
Trying to place drying tower. What does "on top of small tower(left) adjacent to triangle roof(right)" mean? seems I'm too stupid again
neither works
this last one should work - it's default for all those tower upgrades
access requires stairs / ladder to top
upgrade needs to be placed one level higher (it might slip down on some angles)
ahh you need to aim the mouse precisely to a square millimeter above the tower entrance
and the entrance arrow appears on ground level, no idea where i'd put the stiars
oh, was this one special and not required top-access? misremembered it i guess
not used the harvester upgrade in forever
are there other small tower buildings than forester and zipline station?
the irrigation tower
The Spicy Water must flow.....
I could playtest today βΊοΈ
Damn one library is not enough π
I have mine running fully supplied and the 300 science for the factory workshop is hard
But I made a nice dam π
library would make 40-80 science per day with advanced recipe now? (at that early stage, given well-being might be around 20-30?)
making a few blueprints might be really helpful at this point..
need to play some map without relics next to test that.. early game is very different with couple of relics
Actually that's a good point, having relics would kickstart progression a little
...on a boring map where you don't need explosives or tar π
Suggestion (just inspired by this map, which has lots of flooded geothermal fields): whitepaws should have a hot springs bath
not sure what it would do mechanically that operates differently than the normal river bath (clean fur), but it would be fun
maybe it could be like an early beaver washing machine, and also gradually remove contamination?
That is a really cool idea! And, you know, if it burned a little salt to mix with the steam, that would feel quite appropriate for some similar places I have been back in the day.
hmm. If you really wanted to go for it, alchemist gets a new recipe involving wood ash and oil (to make soap)
Lapan's pelt has never glowed so bright:
soap is something i've been considering for a long time just because it fits so well, but realistically, it's a single use thing. it could be an other wellbeing item, but i want to avoid unnecessary item clutter
Have a bathing building that uses soap as a burnable fuel to actually add the cleaning to wet fur effect, perhaps?
Yeah. Though I the wellbeing items are the second real distinguishing feature of this faction IMO. They give the economy sinks so that you have to build and balance supply chains, in a way none of the other factions really have to bother with (other than food and water, basically everything else is just for new construction)
as for the hot spring / doing more with the geothermal field, i like the idea, but it's problematic in that not all maps have geothermal fields. I have an idea in the back of my head about some sort of drill that would create new geothermal fields / aquifer / water seeps, but that changes so many things. that would be a great opportunity for an other faction though.
hmm... for me that's just complexifying something for the sake of using something that is also not vital π
i'll think about adding soap, but ashes... probably not.
yeah, game-mechanically that just takes the "excess sawdust" chain one step further
with yet another thing you have maybe need or maybe need to get rid of
and we already have that with sawdust/dirt/rocks
the first of course being the "everything's a house" and "(almost) no dams" surprises as soon as you start out
but those don't change things as much in the long run as the fact that the economy actually consumes the goods
I just installed the Whitepaws faction and started them out on a map called "Lost to Time," and I can't get them to build anything
I also can't tell the gatherer flags to do the drop-down menu, because the game crashes
is there a way to fix this?
would you mind sharing the error report?
usually in Documents\Timberborn\Error reports on Windows
there's also a players.log in c:\users\yourusername\AppData\LocalLow\Mechanistry\Timberborn usually for the last game. that would work too
looks like it. there's some conflict with a gatherable resource. but i can't see which one or which mod caused this
hmm...probably that new dandelion shake or the tofu
I'll turn those off
ok, I got rid of the "Soya" mod, and now the two workers from the cart are building the flags like the Tutorial said to do. But the dropdown menu in the gatherer flags still crashes the game.
it says Timberborn.GatheringUI.GatherablePrioritizerDropdownProvider.GetPrioritizedGatherable finds more than one - so there might be a duplicate or something.
that's only decorative?
yes
I remember having to download dependencies for the whitepaws
oh, i not checked those either
maybe Basic Good Banners ? i don't know what that mod does, but it might try to patch berries?
hmm, it just shows new pictures on the banners, but I'll get rid of it too
ok, I'll have to do a process of elimination
this is interesting
I can open the drop-down menu on the farm, but not the gatherer flags 
yes, makes sense
it's different groups of crops
only 'gatherables' seem affected, so my guess it's chestnuts or berries related
sadly know no way around the process of elimination beyond that
hmm... that's a lot of mods...```- 1x1x2Storage (v3.0.6)
- Bobingabout Commute Balancer (v1.0.10.0)
- Bobingabout Script Pack (v1.0.12.1)
- Bob Storage (v1.0.12.0)
- Bobingabout's Housing Optimize (v1.0.10.0)
- Demolishable Ruins (v0.3)
- Flywheels (v4.1.1.14)
- Folktail - Dandelion Smoothie (v0.1)
- Harmony (v2.4.1)
- Hats (v1.0)
- Iron Teeth Hazard Awareness Tails (v1.3.5.0)
- Iron Teeth Metal Paint (v1.0)
- Iron Teeth Tail Decals (v0.1)
- IronHedge (v1.0)
- KnatteMaterials (v1.0.1.0)
- Ladder (v1.0.0.2)
- Lapantouflemagics Texture Pack (v1.3.2)
- Logstairs (v3.0.4)
- Mod Manager (v3.0.10)
- Mod Settings (v1.0.11.0)
- Moddable Tool Groups (v10.4.5)
- DamDecoration (v1.0.0.8)
- ExtendedFloodgates (v1.0.0.4)
- Moon Tail (v0.1)
- Platform Json Mod (v1.0.0.1)
- Restore My Sluice Gate (v1.0.0.0)
- RubblesPlzNoExpire (v10.0.0)
- Seep Cover (v1.0.12.1)
- Shanty Speaker (v1.0.7.0)
- Sluice is Back! (v10.0.1)
- Staircase (v1.0.1.3)
- The Barkimedes Screw (v1.4)
- TimberApi UIBuilder (v1.0.2.1)
- SimpleFloodgateTriggers (v10.0.4)
- Steam Update Buttons (v0.1.7)
- TimberCommons (v1.15.2)
- Grauschweif's Scriptpack (v1.5.3)
- TimberUi (v10.1.3)
- Moddable Timberborn (v10.4.0)
- Configurable Pumps (v10.0.0)
- Configurable Tubeway & Zipline (v10.0.3)
- Tubeway Bridges (v1.0.11.0)
- Underground Tubeway (v1.0.0)
- Unstuckify (v1.0.0.1)
- Whitepaws Faction 1.0 (v6.3.2)
- Wish Tail Paintings (v1.0.5.0)
- Year of the Snake Beaver Tails (v1.0.5.0)
- Basic Goods Banners (v1.0)
- Better Weather Station (v10.0.0)
- DamDecorations_DecorationExtention (v1.0.0.6)
- More Tunnels (v1.4)
- MoreGroups Paths (v1.0.1.0)
- Tiny Tubeway Station (v1.0.11.1)
- Tubeway Levee (v1.0.11.0)
- Path Extention (v1.0.0.9)
- Underground Valves (v10.0.12.4)
- MoreGroups (v1.0.1.4)```
probably commute balancer and house optimize shold not go together, but i wouldn't be surprised if bobingabout had planned for one to disable the other
the only one that immediately looks problematic is the dandelion thing for the folktails
I think I'm going to get rid of all of them and just put in the whitepaws mods
in principle anything that adds to a specific faction should do nothing to the WP, you can start to remove them all then see if the crash still happens
similarily anythign affecting tubeways
also, this thing is suspicious to me :
- Platform Json Mod (v1.0.0.1)
Good news, the faction is working now
and ahhhh!!! those brambles were a nasty surprise π¬
they were birch trees a day before π
I only put in Whitepaws faction and its dependencies, and disabled the housing optimization
What I've got so far
a litte warning: brambles do spawn on path (and can jump one level up or down too! - as do berries and trees)
you will need lots of them later for food and science and healing
yep, I just found that out
fence time π¨
Btw, I really appreciate the tutorial. Otherwise I'd have to print out a black and white version of that tech tree diagram (to save on color ink) and follow that
hmm. maybe adding the tech tree to mod.io / steam might be helpful?
(there's a digital version somewhere in this thread)
also mod.io says the mod only supports up to U6. maybe you could update tags there too?
yeah, i seriously need to do that.
I'm still playing 0.7, so I think I might need to downgrade my textures back, don't freak out
that looks like a really nice game!
i really need to upgrade those damn fences
π
i was working on this this morning
only when the mine is full
(idle)
i need to tone down the light a little bit though π
btw, here's my current playtest colony
trying to dam up and flood this entire area
Yeaaah
That rings a bell. Don't think I have done any play through in it though. Might start with it
For anyone interested, I got hit with inspiration and did another map today. Been running WhitePaws through it.
#1493892633599152128 message
I also just remembered I need to play a WhitePaw game on terraces I think it was, to verify it is still possible.
Here is a way to come down on terraces without rope.
Preparing for it at the start is the easiest way. Pause and place build ghosts to keep your path bramble free.
Terraces requires a build-and-delete strategy to get down without rope. Image 2 is my setup.
Note the extra platform in images 2 and 3. This lets the beavers build the support for the second stairs.
You need some more temporary platforms for some temporary stairs. (Image 4).
Image 5 shows the first platform you delete so you can build the temporary stairs. They will let you build the priority platforms down low.
With the foundation -finally- done delete everything marked in red in Image 6.
Now you can build the rest of your stairs (Image 7). When they are done, you are down. All done with the broken cart. No rope. No cheese. Just a lot of waiting for wood to grow. π
My colony overview for this demo (Image 8).
A drill rig would be amazing, but very complicated lol
i'm not entirely sure, it might be relatively easy. typically you make something that builds from the inside like a wonder, give it a long build time and several build step, and after let's say 50 % build the building is visually complete, but builders need to contine doing "working" inside for a while, and when it is at least complete, poof ! confetti blast, and swap it with a steam vent or whatever.
give or take a couple adjustments
could have them literally dig a hole and build cranes and stuff!
only to fill it back up slowly till it gets close to the final building and poof!
too few abysses? dig one! only takes 1000 days! haha
on a more serious note: while i'd love option to make bath houses this way - i'm not entirely sure how much it would shift game balance to be able to make infinite number of water sources, however weak.
would they be limited in some way still? like not more than 3 per map or something?
i see absolutely no way to force that, unless i make the building require a thingie that is only given in the kart
i can add a spec for that easily tbh
a limit-per-map item ?
something like that
a group limit - all items of that group count to global limit. once limit is reached user can't place more of the building
i wanted to make something like that for decorations too.. almost forgot haha
like a monument only one can exist of at a time. that would be fun. player has to choose which one
.. but that's another rabbit hole.. like inventing religion to give a global effect. but can only choose one and only convert by demolishing it (at high risk) or something π
hmm.. like turning all brambles into thorns or something π€
oh, crap, i just realised that i had the wrong icon for the fireworks reciepe
and here i was, wondering why no dynamite was made π
When you talk about recipe icons, I noticed that the recipe for ENS in architect and mechanic lodge has a very thin border (green and blue). Is that intentional?
Yes
Architects blueprints are green, mechanics ones are blue, that's to disambiguate
Because the ens needs one of each
I know both are needed. It just looks weird because only these two recipes have a border. I'd rather have a blue/green dot somewhere in the corner instead of lines around, but that's just my insignificant opinion.
I did that too. We lost a lot of good beavers when they celebrated the the badtide-diversion channel instead of actually completing the excavation.
Do brambles extend beyond 1 voxel in heights? I'm expecting them to spread into an area and they haven't yet.
I'm also on canine time; everything is either now or forever.
Got my own answr. They do.
only 1 level up
they might at some later point extend further down
the bramble itself is slightly more than 1m tall i believe
Not jumping. Space usage. Like the trees. Brambles take more than 1.
Berries can go in there, brambles can't.
I'll minimize those space in my designs... or make them strategic. :{
still 15 lvl/ 14 ranks behind lapan on the ranks thing.. hmm .. catching up π
I sorta stopped chattering so much after the other day. You have shot ahead.
i might have trouble to stop chatting too much.. π
close enough. not sure i'll keep ahead for long
At least I have the excuse of being old. π
Don't most seniors tend to ramble on and tell stories? The ones in my life sure did!
Hey at least i inspired one person to play terraces
i'm fighting with my code.. silly particle system for rain.. why has it to have like 200 settings..
I kinda dont want to make "scaffolding" (read:temporary stairs) to get down from there
Are you kidding?! That was my goto map since it existed. I have spent hundred and hundred of hours playing it. π
Well i didnt know that π
you both made me interested in trying it out
<In exaugurated old man voice> I was doing terraces when all we had to do was worry about droughts and running out of food.</end voice>
just playtesting on the one with the big craters. so silly how easy that is with folktails.. 6 cycles and all the water sources are badwater proofed..
I was expecting to have died by cycle 10, it doesnt seem to be the case
I had to rush the river bath in but that was day 10 not cycle 10.
River bath is like day 4 build for me
nox's maps are a little.. 'different'
I thought this is talking about terraces
@ivory flicker Something else... rope is included when you break the broken cart, so you should have been able to get down without my method.
My method was from when I didn't know how to use the rappelling crane or it didn't yet exit.
Yea thats how i got down, after i broke the cart
I am on terraces at the moment.
Guess i just didnt mention it
@radiant arch Okay, I am doing two maps. Unnamed 015 and Terraces. Been switching between them.
As I was making the tutorial on how to get down on Terraces I remembered having done it before in this channel for U7 variant.
I think I did it better this time.
Also, I think sleep is taking me. Pain killers have kicked in and my eyes are suddenly heavy. GN all.
gn
Damn you guys are up there! Am still in 3 Digit rank. But yeah, I just blabber ideas rather than actually make things π
Sorry for the ping! Just saw your message. Have a good night!!!!
Soap maker could be added as upgrade to bath, just to improve wellbeing, without making the actual items
Well, I'm winning the battle with the brambles in my area of the map, though there's a gigantic field of them on the island to the SE and another spot further that direction. When I can get stairs and more workers, I'm gonna annihilate those last brambles π
The beavers actually look surprisingly cute with the white fur and pink tails/paws/noses π π©·
π€« of course, the beavers were cute to begin with π€
The rest of the district is progressing nicely π
I also finally figured out how to get my beavers down to the river for bathing without unlocking anything yet.
It hasn't been built yet, so here you get to see the ghost blueprints.
Evrything is so neatly lined up..except the farmhouses. Whyyyy
I'm sorry, the fertility range for this map is weird
I was lining up the road to "ring in" the green parts, and the road on the inner part is wonky
π and the river bath is finally done! And we even got our first customers! 
π I feel sorry for that injured beaver, and keep wanting to build a sick bed for them, but I haven't gotten to that part of the tutorial yet π
See what I mean about the farmhouses? I could always scooch them over a few tiles, but I'll have to re-arrange the cabbages a bit
Everything isn't in the tutorial, iirc beds aren't too. But you'll need medicine from alchemist.
well, this is the first time I've ever played with this faction, so I'm very new at this
they fascinated me for a while, but I only finally decided to take the plunge yesterday
Aye welcome!!! Follow along the tutorial and let us know how it goes. Explore other things to if time and resources permit! Tutorial came out recently so lapan is still looking for feedbacks :D
All the best! You are in for a oooooong journey:D
π isn't it always that way with the beavers?
Hahahahaha. Well imma not comment on it :P
Off to bed here too! GN. And happy beavering
Aaaand back to beavering. 
The map I am on had very little fertile land and it was/is mostly berries. So I'm having to do the opposite and make room for brambles to spread a bit. Gotta make that kimchi!
There's upgrades you'll get access to later that requires them being directly side by side, you want to scooch one forward or back 1 tile eventually.
Should look at the billboards ahead of time for some tips and hopefully avoid confusion.
But usually someone around here happy to help π
My time here is unpredictable, but I am often lurking around. I gladly help when I can as well.
I'm nearly finished, but there are so many little tweaks and projects
@radiant arch Is this what you were trying to explain to me the other day when I kept insisting I needed ladders to do it without cutting into my fields?
that is certainly a way of going it... personally would have just given up 2 cabbage and called it good going up the side, but you do you haha
there is 1 floodgate dam, in the dam section
ok
But those two cabbages are the edge between my 400-beaver colony making it or eventually starving!
honestly, we might be that tight right now... food is almost exactly stable, at about two day's of supplies...
I just lost a bunch to starvation due to lack of harvesters.
Full leaderboard: https://mee6.xyz/Timberborn
me and my humble level 12
weird, I don't see you on the list at all
@radiant arch why does the rappelling rope need XtraPlzNoCrash ?
does not
i was told it was needed for modifiers or something, but seemed it was not
oh, okay then
'ill try it on my playtest
getting bramble flowers is hell, i guess i need to put some florists on the task
Excrementum sacrum. They have changed the valves Et al. again.
Extra Folktailsβ kits are no longer born as you load a game with a bunch of sleeping beavers. Breeding Pods are acceptable in this world, but little beavers appearing out of thin air? Nah, that breaks the immersion. π€£
sadly update breaks mod settings mod for me
I'm glad I'm map making right now already.
i'll just get out of experimental for now
tbh it's much less trouble to not use experimental if not testing new features..
and most of those it's just as fine to test once they hit main branch .. saves half the fixes ..
trying to get this to work
New fencing?
that's a tricky one with the edge defintion..
easier trick might be to stretch the fence ?
or place them on the bramble-side? so they overlap more easily?
no, that would mean they can coexist witht the brambles, which is the exact opposite of what we want
unfortunately the mergable component will not work
but they seem to be blocking the path properly, and don't disturb cabbages
it won't replace the classic fences though
i think
because i need to figure out the gates etc
also i gave them a little quartz indicator, because why not ?
i like them this way - they can go along path and look nicer if placed like this
yeah, the point is really to make them much more space efficient
if they effectively have zero footprint in regard to crops, they can be used as decoration without shooting yourself in the foot
haha, trapped
i feel inclined to skip the gates and only access them with ropes now!
darn, this guy walked right trhoug it π
only spread across the corner, which is good
or should i say "good" π
dainty little fence is supposed stop them while they can cross badwater ditchesπ
iirc the "bottom" occupancy is what decides if the voxel is freely walkable π€
they are very polite π
you should apply same principle as water control, minimum 2x3 structures with blueprint required, or 1000 sawdust π€£
not sure. dynamite occupies bottom iirc
dynamite has "no auto wall" enabled though
this one now properly goes around
that's odd, he could go through only there π€
and now he's stranded
bottom occupation is another issue with the crops, isn't it?
if you take it away from cabbage dynamites can be placed on them?
(not wrong in itself, just .. new?)
uuh
no dynamite occupies a lot more
i'll remove bottom occupancy for the plants, see what happens
so only rubble?
yes, usually bottom is for rubble
and .. some checks go for bottom-occupancy.. gimme a minute..
loaded just fine for now
well crap
the beaver won't harvest them
oh what a moron, of course not, the voxel's not accessible π
really ?
yeah.. there's a couple of tests for bottom-object (ignoring any other on tile):
- Yielder
- Reproduction (blocking of tiles)
- Hive
- placing objects
- tree cutting
- stairs, shafts, ziplines, .. lots..
dynamite too.
best not to mess with that one
was there a way to define blocked edges?
oh he won't plant those π€
there used to be a property called "block all egdes"
don't know if it has been removed or just hidden
well.. dam.. my unity is broken.. can't open blueprints there now π
Another silly idea. Converting brambles to thorns could be actually welcome hack to make irrigation barriers.
well you'd have to let the brambles die of natural causes for that π€
Brambles are a needed food ingredient. Really wanna lose that?
π
whelp, no bueno, i don't have a good idea of what to do to to make those fences work
Don't mean ALL of them. Just like macerate them in badwater for 30 days first
Or the irrigation lodge could have special formula to turn brambles to thorns.
/chuckles
that seems like a lot of complicated scripting π
I understand. I was a programmer myself. Can't really concentrate much anymoreπ . Perhaps if there was simple to install development environment. But I'm a Linux user who never touched dotnet. And I know about AI but would hate to give access to my machine to claude or their ilk.
setting it up was failry easy on linux. took around 30 minutes following the modding tools guide
some IDEs like rider even can read the code through unity integration, which helps a lot
still isn't very efficient to need to restart game for every change to test.. often takes me 15-20 minutes each..
Which guide?
c# itself is pretty simple to use. much can be copied from game code anyway
pretty nice since 1.0 for it exposes the code and exports most game assets in readible format
there's TimberRipper for models too, if you need those
made this thing because why not
very welcome!
Thank you
i wonder if i shouldn't just make it a modular thing and be done with it π€
@radiant arch i don't remember if we discussed that before, but is it possible to make it so that "paused by automation" doesn't pause the housing function ?
iirc the devs already made it so that it doesn't command beavers to empty the inventory, maybe that's not too far off? π€
it's on my list somewhere
or to make "pause" in general not affect lodging at all
the not emptying inventory sounds tricky though..
i heavily relied on it for emergency water so far
ah, you used automated pause to empty buildings ? that seems undesirable π€
manually mostly, but yes
look who's there !
so young and stylish! nice!
@radiant arch @shell fiber If it help's, Igor's automation -can- do that. It sets workers assigned to zero.
I use that all the time.
it doesn't empty it either this way, does it?
Sorry, I haven't paid attention to that part.
remove workers works also.
i don't really want to use more mods than necessary, it's always hell when things break. plus this mod really makes all of the in-game automation worthless, which i don't like.
i can't blame him of course since he made this thing long before the devs, but i don't want to use it.
sneakingly changing pause behaviour on workshops is different though. that might confuse some, but work fine..
need to think some more on this when i'm done with the rain etc..
should it only affect the number of workers?
should it block pausing lodges with other purpose?
no really the only thing i want is for the automation to not pause the housing part
the rest can stay by default
ok. so different from igors mod. maybe i can still take some ideas from there later
I wasn't recommending using it, I was recommending figuring out what/how he was doing it an incorporating it.
convergent evolution programming? π
Hi. Visiting from your suggestion.
Is there no steam version?
That's the only mod experience I have and am nervous about using other things.
Ahh, no I haven't uploaded it to Steam, or mod.io. I can look at doing it this weekend.
Would be easier to make any style of paths. And maybe even covered stairs π«£
Covered stairs indeed seems nice
I noticed something interesting with these Whitepaws
sometimes they have a genetic fluke and a baby can be born with light brown, red, or green fur π 
fascinating
I had to move to another map because the one I started with had no cliff faces I could use (map was too flat)
I'm using one called "Mountain Rivers," which was updated to 1.0, and it's worked out surprisingly well
even better, I now can do something about the rampant briars on my map! π
also found the irrigation towers while poking around in all the different little building menus
so now my beavers can have a proper set of tree farms and not have to worry too much about droughts
Be very careful with that barrel, my little furry friend π
The newer Beaver colony π
I've played this map with the Ironteeth at least twice, so it's a fun map to work with.
Those staircase on right look sooooo good! Just perfect
Thank you π
you should have seen me messing around with that, trying to sort out how they would fit on that slope, because I'm more used to 1-tile staircases, not a 1x2 staircase, but that thing has been a life-saver so far π the crappy platforms have also been a help
I needed the scrap metal up there, and my beavers can't fly, so hence the stairs π
Btw some billboards give well being in very large areas. So make sure to build those if you haven't already
to go big snowflakes.. or small snowflakes.. π€
Too big...maybe randomise the size?
it's a weird perspective thing. they shrink the more the cam zooms in
Have it so that the distribution feels snow flakes are falling all over the place so farther snow flakes will be smaller than closer ones
Wanted to tell that bout rain drops too but forgot. Also technically rain drops are actually spherical 
haha, yes. just used the unicode symbols instead of the rectangles moddable weather had.
more about having something visually representing for now and concentrating on the actual behaviour
just thought it was funny enough to share big snowflakes π
Hahahaha fair nuf! First get it working, then make it pretty is a good mantra imo
Maybe get some ideas on how games like cities skylines and other such games render weather features. Would be interesting
Here we go π Ah! These unusual colored beavers are based on modders, aren't they?
Adorable 
I will win this war, brambles π just you wait
I have now enlisted my ally - Domesticated Brambles! You shall be undone by the treachery of your own turncoat relatives!
I'll make them allies yet, but they can only grow under my terms π
If you haven't noticed, the domesticated brambles take half as long to cut/harvest, produce twice as much output, and grow even faster
so uh, plant them with care π
π duly noted ποΈ βοΈ
but once you get to wanting bramble flowers they are definitely the way to produce mass quantities
You should look at the bramble shredder by used by nox :P
2 barns and a logging loft?
Here's a reference:P
Yeppp
well, 4 barns and 2 lofts
24 exteremely genocidal beavers
it must be a mutation - most beavers hear the ripple of moving water and think "absolutely not", these are the guys who hate the rustle of leaves in the wind just as badly
this game reminds me of Bocce Balls π
I wasn't very good at it in jr. high, but they didn't make us play it for more than a week either
Yeah, it's pretty much the French vs Italian versions of a very similar game
Now we just need a whitepaws-specific achivement if you hit the PΓ©tanque jack with a throw from the trebuchet
it feels so good to get this set up π
I felt awful about my poor beavers having nothing to heal with
now we'll have a proper "hospital" area soon
OMG! π the alchemist has a little wizard hat! π§ββοΈ that is so cute!
Wait till you get the library up and see the mortarboard
cool π
hey π€ the library is right there! and they do look very cute with graduation hats on π 
Oops, indeed, I missed that that was the front corner of the library
Wow, blow π© up?! Um, yay? 
Who doesn't love landscaping with the boom-booms? π₯
I need a rice paddy anyway
I think this beaver ministry sending me tutorial letters watched Mythbusters π€
Well, the Directorate of Structural Ambition seems to have some lingering grudges vs the Directorate of Applied Chemistry
It seems you have successfully produced Brain Boosting Salts, despite the mysterious disappearance of the entire Directorate of Applied Chemistry staff.
They came to your settlement to blow things up, didnβt they? Please keep them.
I assume some past miscalculation when excavating near foundation without adequate geotechnical analysis
To quote Justin Roczniak: "It's not supposed to look like that":
that style would only work if the beavers were thinking like the nutty architect that designed Wayside School π
oh, you mean game, how dare you waste my efforts π
oh, that's only badwater. could be hot tar or nitroglycerin π
mix of both ? but mostly small ones i'd say
yeah, even I ended up using this setup π
well crap, i don't think i can weasel my way out of this one
That was badwater all right π
and the little
cutie was very good about getting it to the mushroom grower that was providing brain mushrooms for the researchers in the library π
adjusted the 1x1 segment so it looks less busy with the others
you can still do this kind of monstrosity if you feel like it though
that works quite well i think π
A minor glitch imo, the path should't be possible at all.
oh no !
actually it should, i don't want it blocked by a full item, but path/platforms should work, just fixed it.
not sure your beavers would like to walk into a soot vent though π
Heh first they walk into badwater, then through brambles, then some soot on top is just cosmetic π
Can it not be made into something like fence/tubeways that connect automatically with each other whenever they join? Atleast that's what I thought you meant when you said modular design