#Water Beaver Overhaul

1 messages Β· Page 65 of 1

radiant arch
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absolutely!

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yet in game.. a season is kinda lasting longer than a beavers life

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so it might lower population a little before spring. not sure

cloud flax
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i dont think its that uncommon for pop to drop a bit in winters πŸ™ˆ

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also maybe increase chance for getting diseases/sick?

radiant arch
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yeah, got that proposal too. increase overall probability of any bad luck..

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decrease them some for summer

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not sure yet

cloud flax
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sounds fair. btw whats the main concept of autumn?

radiant arch
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harvest

cloud flax
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so doo they have a buff for faster harvest too?

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maybe a boost to carrying capacity would also be good

radiant arch
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settings are kinda: rainy, slight contamination.
work efficiency is slightly up, hunger slightly down.

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carrying hardly does anything if it's not big bonus

cloud flax
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we shuld move to your channel i guess

still frigate
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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.

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Paper is now powered and the tent has been condemned and planned for destruction by the beaver council.

cloud flax
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just helps keep ideas in one place so easier to go back and find πŸ˜…

still frigate
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True

devout obsidian
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What does calculatorium do?

still frigate
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It is the brain of WhitePaws automation.

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For any 1.0+ automation to work you need one (or more)

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Igor's advanced automation mod does not need it.

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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)

devout obsidian
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Ty. And seems there's no population sensor?

still frigate
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I do not beleive so.

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It exists but has been locked out. It may not be finished.

devout obsidian
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So much cheese...

still frigate
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Where did your population go? You should have nearly a thousand with that many buildings I would think.

cloud flax
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not connected to paths it seems :P

devout obsidian
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lol see all the red icons

still frigate
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Ah. Lapan declared that cheating. πŸ˜›

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That what you meant by cheese?

radiant arch
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why not build regular dams?

devout obsidian
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there are no regular dams

cloud flax
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like the dams of whitepaws. they can go upto 2 tall easily

still frigate
cloud flax
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1.65*

still frigate
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They go even higher once you have sequoias.

radiant arch
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with (later) upgrade 4.65 even. but needs sequoia first

still frigate
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I have a bunch on top of buildings too.

devout obsidian
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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.

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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.

still frigate
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It is officially suggested NOT to play WhitePaws in default hard mode. πŸ˜›

radiant arch
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it is possible, just a pain

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same with that map. plenty strategies to avoid those or refactor them

cloud flax
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i play with bad tides disabled for like first 20 cycles....

devout obsidian
still frigate
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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.

cloud flax
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btw, where are you in tech tree rn?, like recent science upgrades and what you plan on upgrading next?

still frigate
devout obsidian
cloud flax
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you can then build the acutal floodgate dams. they can go from 0-2 but are much more expensive

radiant arch
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not much. just the blueprint and some metal

cloud flax
devout obsidian
cloud flax
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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

radiant arch
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early industrial + mining

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sounds about right for seasons

cloud flax
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yeah

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summer productivity will help quite a bit

devout obsidian
cloud flax
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can see ziplines, ropemaker, large farmhouse. looking good!

still frigate
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I was down to 8/250+ with drink at the end of the drought. I'm not sure the beer is keeping them alive.

cloud flax
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all sut up to start growing pop for industries

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i think you should be more dehydrated after having a beer hahaha

still frigate
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Not beer. Beer is mostly water.

devout obsidian
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but what's the science strat without relics? just slowly accumulate for 10 cycles?

still frigate
radiant arch
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scaling and prioritising library needs

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gives pretty decent output for the advanced recipe

devout obsidian
cloud flax
radiant arch
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but yeah, it's by design you want more of them early

still frigate
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cloud flax
radiant arch
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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

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also proper big resin farming and some

devout obsidian
radiant arch
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pretty likely need 1k science points by that point i guess (to make additional alchemists)

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which might be 1-2 cycles with the better library recipe

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and 2-3 to get to that (first alchemist)

devout obsidian
radiant arch
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priorities

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medicine is super cheap and fast to make

still frigate
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I often skip the medicine at this point. I really shouldn't becuase the recipes are so much better now.

radiant arch
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so can switch recipes for that

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making planks form giant logs with crappy blades takes science points haha

still frigate
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I obviously need to pay better attention.

radiant arch
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yeah, no early way beside library it seems.. too bad..

radiant arch
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did 6.2.9 add science points to blueprints?

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6.2.8 not has them. but that might make early game science much easier tbh

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if they had like 50 science points per blueprint or so

devout obsidian
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yes, 50 points with each blueprint

radiant arch
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awesome!

still frigate
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But only for research, not copying.

radiant arch
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of course

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would be so exploitable otherwise haha

devout obsidian
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they still need the damn salts

radiant arch
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yes, they never will have enough salts

still frigate
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The salts are key. Have you noticed the salt burner yet?

radiant arch
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very helpful to invest in medium badwater pump early

radiant arch
still frigate
radiant arch
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they kinda aren't very efficient in attacting beavers

radiant arch
still frigate
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(I keep saying that and Lapan will find a way to make it mandantory)

cloud flax
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i mostly have skipped it and diectly went for big bad water pump

devout obsidian
radiant arch
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well, you need enough population to run the bucket version to similar level..

cloud flax
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i had suggested locking it behind clock work parts. not sure if thats there or not.

radiant arch
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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

radiant arch
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it's post-ENS now

cloud flax
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yeah. makes medium one mandatory now then

radiant arch
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still needs 2-3 medium pumps for library era

cloud flax
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cant imagine getting ENS only on buckettign post lol

radiant arch
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or 10 buckets

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with 30+ prisons??

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remembering the super-powered library days and rush-to-ens the current nerfed versions make so much more sense

still frigate
devout obsidian
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well, since wps hate unconnected buildings so much, they can cause unhappiness

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already hating myself for that ideaπŸ˜†

radiant arch
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nah, it's fine. others disable badtides instead. i used them at times of need myself.

still frigate
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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!

radiant arch
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would that change much?

still frigate
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For me, yes!

radiant arch
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i usually put them against a wall and dig way in when ready

shell fiber
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That's not an exit symbol, it's a hauler symbol πŸ˜…

still frigate
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I like to stagger build. How they are wastes two levels of space instead of the acceptable one level.

shell fiber
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Should still work πŸ€”

radiant arch
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did work for me with 3m+ deep water, when colliders were added

still frigate
radiant arch
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would be even cooler for that to have door on the side ?

still frigate
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@radiant arch How they are now the blades are always centered on the P&L door.

radiant arch
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what a waste of population haha

still frigate
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I need more haulers.

radiant arch
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tower upgrades?

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they even walk faster

still frigate
radiant arch
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that was the thing i wanted to suggest for replatform! replacing towers with ziptowers!

still frigate
radiant arch
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looks like you got plenty potential there

still frigate
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Yeah. I had just forgot why. My brain can be my worst enemy, especially if playing sober.

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Oh yeah. The need ladders unlocked to not be annoying.

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Put this on pause until I have ladders.

radiant arch
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can use platform and stairs here too

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and a bridge i guess

still frigate
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This one yes, but not the other one.

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Speaking of stairs, I sorta went crazy on these two.

radiant arch
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currently they stack well like this

still frigate
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How do you enter your pumps here? Curious what you did.

radiant arch
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forgot to enter the lowest pump

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would have needed 1 or 2 dynamite for that one

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idea is always to have badwater on the other side of dam. or ground

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given there's 2 tiles between inlet and door a lodge always fits

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it's the main use of broken cart dynamite to make something like this for me

still frigate
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So the bad water is coming down like a waterfall right?

radiant arch
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yes

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for a river i'd have them side-by-side

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needs more dynamite for those

still frigate
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That is pretty cool.

radiant arch
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might be the reason behind the door-side choice i wonder

still frigate
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No place for that on -this- map.

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It could be done on level 2.

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Amusing. I am pumping so much water my field isn't filling.

radiant arch
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this one wouldn't save beds .. hmm

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this one would if you used dynamite on the stairs

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could just put the pumps against the walls and skip the hauler here..

still frigate
radiant arch
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why?

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tunneling is super cheap given how much you get back

radiant arch
still frigate
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The water here is over 3 deep. In a badtide it would flood the tunnels.

radiant arch
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seal tunnel with lodge?

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but yeah, if you can feed the beavers, the p&l is just as good

still frigate
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The other river isn't even 1 deep. /laughs

still frigate
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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.

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@radiant arch With the priorities you suggested I am getting berries in my library.

radiant arch
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nice productivity!

still frigate
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@shell fiber -visually- the 30Β° are off, but functionally they are fine.

radiant arch
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@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.

radiant arch
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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.

abstract vector
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Anyone know what it would take to make edge battery mod work with waterbeavers?

radiant arch
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likely not more than 2 json files

radiant arch
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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.

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loaded the mod and this seems to be added by it:

 "EdgeBatterySpec": {
    "CapacityPerTile": 2000
  },
  "EdgeBatteryVisualizerSpec": {
    "PositionTransformName": "#Weight.FolktailsMisc",
    "ScaleTransformName": "#Rope.FolktailsMisc"
  },
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so replacing GravBattery in regular batteries for whitepaws with this likely would do the trick. maybe need to fix occupation too.

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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

devout obsidian
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Should be using waste stones. Charge the battery by loading them in and they get lowered away to the abyss 🀣

still frigate
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We shall soon known if I have done enough or if the bad tide breeches my dams again.

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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.

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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.

still frigate
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Tool, part of Igor's advanced automation mod, can do mass pause and unpausing. It is so extremely useful!

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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

still frigate
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@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.

still frigate
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@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.

still frigate
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@shell fiber Just to verify: You intended for the water cannon spray to block zip lines, yes?

still frigate
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@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.

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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.

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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.

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A side view

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Arrrgh! The weather station is too tall for the place I allocated for it.

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Exchanged it with a hauler tower. All is good now.

wary panther
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I didn't get to play this weekend so I haven't re-tested 6.2.9, though

still frigate
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I had to add another balloon (still building) but WhitePaws can zip-line through the first and second layers!

still frigate
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Drought preparations... it wont be enough

shell fiber
shell fiber
shell fiber
still frigate
shell fiber
still frigate
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Instead of "Chain Lightning" we have "chain water"? πŸ˜›

still frigate
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All my processed supplies have been steadily swindling. I was really confused. Then I saw it. I had turned off primitive sawblades. Doh!

still frigate
shell fiber
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reworked the dams hitboxes and made custom construction sites

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and if yous stack everythign at once

still frigate
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This will be so nice.

shell fiber
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@radiant arch what was the deal witht he sequoias ? dead ones won't be cut if there's a path on the flag spot ?

radiant arch
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iirc any wont cut with path on flag spot

shell fiber
radiant arch
shell fiber
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okay, but removing hte path solved it right ?

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and the usual grapes around them did not matter

radiant arch
shell fiber
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so i'll make them also occupy the "path" in that spot and that shoudl solve it

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at the expense of a few sequoia dying a horrible death

radiant arch
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you can't plant another plant on the tile with the flag, could you?

shell fiber
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that was never possible in the first place

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i just realised that the giant log storage was just as f*cked as the giant log feller πŸ˜“

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i'll have to dig into the U7 version to figuure out what the rigth data was, maybe even older

still frigate
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@shell fiber It was asked earlier about the population sensor. Do you have it disabled for a reason?

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Finally!!! ENS pre-launch. Copying time.

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It is ONLY day 460. /sigh

shell fiber
still frigate
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I don't have a use for it.

shell fiber
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Maybe I actually worry too much about that though πŸ€”

still frigate
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One of the only ones I never used anywhere.

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I just remember being asked.

shell fiber
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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

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Which means : I need to blueprint - lock something else πŸ€”

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But I don't have a good idea, best candidate seems like the assembly line ?

radiant arch
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science cost of those is a good lock already imho

shell fiber
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Science cost can be lowered πŸ€”

radiant arch
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kinda pondering if it was cruel to require a processor for sensors?

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might kill the purpose though πŸ™‚

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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?

shell fiber
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hmm... i considered it, or some other 'sensor' item, but that would push it too far tech wise and / or add clutter

still frigate
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Always amuses me when balloons travel through the ground. Don't know why.

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Various droughts and bad tides killed my vanity trees. πŸ˜›

radiant arch
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balloons again? for the blueprints? kinda double cost given they take exploration too..

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Nox Will?

still frigate
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I always wondered why the big drills weren't blueprinted, but now they are ENS kocked so it is irrelevant.

radiant arch
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same with advanced sawmill or big badwater pump.. all pushed late already when blueprints no longer make any difference

shell fiber
still frigate
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And we have a lot of blueprints.

radiant arch
still frigate
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LMAO

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Such variety in flavours

shell fiber
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i could make them edible...

still frigate
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@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?

devout obsidian
shell fiber
still frigate
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@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.

cloud flax
shell fiber
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oh it is just misplaced

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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

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for now

still frigate
shell fiber
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but to be fair i still want to improve it a bit πŸ€”

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already a lot better

still frigate
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My view when I build.

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unrelated: I love the side-sticking indicators.

shell fiber
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@radiant arch what was the deal with berry juice already ? it didn't make sense ?

radiant arch
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it overlapped the cereal bears or something like that?

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not remember it well

shell fiber
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oh right, cereal bars are much better was it ?

radiant arch
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juice gives 0.2 berry-need + thirst
cereal bar gives 0.1 berry and 0.1 sunflower

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as there is no other efficient sunflower food, it would fill berry need itself

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so even if juice is more efficient and can help with thirst, they not would need it since berry need is filled otherwise?

shell fiber
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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

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so i think berry juice is slightly more efficient

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at the expense of screw axles though ... hmm...

radiant arch
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it is and it's really nice in idea

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just in practice they'd either have to skip on sunflower or overeat berries need to ever use it

shell fiber
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hmm... what if we made wine from berries with the winery ?

radiant arch
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no more grapes?

shell fiber
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no, you can do both

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if you have too many berries somehow

radiant arch
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GMO makes too many anyway

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but how to fill grapes need without wine??

heavy spruce
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can brambles now go up & down 1 level & even grow partially submerged?

radiant arch
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and why have grapes only for science when science at some point becomes meaningless?

shell fiber
radiant arch
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don't beavers have grapes need?

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and need only 25% of actual grapes if drinking wine?

heavy spruce
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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

shell fiber
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no, wine only gives the wine need

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grapes give grape need

radiant arch
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only other point i can remember grapes to appear is ENS science. and once wonder is unlocked that's no longer needed.

radiant arch
heavy spruce
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ooooh, evilness upgrade!

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So does bad water now irrigate them too?!!

radiant arch
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if it's less than 50% contaminated, yes

heavy spruce
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wait, is badwater now feetilizer to brambles?!?!!!!!!!

radiant arch
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kinda πŸ™‚

heavy spruce
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What would be super evil, like maniacal laughter evil, is if they die from too much badwater they turn into those unkillable torns!

radiant arch
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to make wine

heavy spruce
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you can make it as an optional difficulty booster add on mod πŸ₯Ή

radiant arch
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haha, at some point! (worried for my backlog.. was asked for badwater-thriving plants too.. like reverse badwater and moisture effect on them...)

heavy spruce
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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)

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it might also be interesting to add a resource you can only get by killing a tree (including bushes) with bad water

shell fiber
still frigate
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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.

radiant arch
heavy spruce
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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

heavy spruce
still frigate
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Optical illusion. They only go down 1 at a time.

heavy spruce
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phew

still frigate
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But a really low drought allowed that other level down.

radiant arch
heavy spruce
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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!

still frigate
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This view shows heights better.

heavy spruce
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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 πŸ˜…

still frigate
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This level surprises me. I'm on day 494 and they have just crossed the land bridge. The other side they went much further.

radiant arch
heavy spruce
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that helped, thanks!

still frigate
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@radiant arch want power between levels? Just go through one of the drains.

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Also finally got sequoias. Still need minty bamboo.

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@shell fiber is this version safe to drag crops over the sequoia forest or do I need to be careful planting?

radiant arch
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otherwise it wont plant the big tree

still frigate
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trees are already planted.

radiant arch
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on already planted trees it's perfectly fine to drag

still frigate
still frigate
radiant arch
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soo much science ! why are there still relics??

still frigate
radiant arch
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do they override the central tile?

still frigate
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When a tree was killed (not cut) it wouldn't get replanted.

still frigate
radiant arch
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oh, that must not happen..

still frigate
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But I thought Lapan fixed that.

radiant arch
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can't remember tbh..

still frigate
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me either. That the problem.

radiant arch
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only know he fixed the tile with the flag

still frigate
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Ah well. I know what to look for I guess.

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Oh! This already looks much better.

radiant arch
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looks perfectly fine for replanting too

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btw: chestnuts work as well!

still frigate
radiant arch
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i always underestimate how many they need with the stews and stuff

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same for pines..

still frigate
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Doing okay for now...

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Gotta trace my stew problems though.

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Mushrooms and brambles are too low.

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Plenty of sawdust so I need more mushroom tents until I get GMO access.

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Okay, that's a neat watercanon view.

radiant arch
still frigate
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Yeah and I have acres of sunflowers planted too.

radiant arch
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how does cereal bar production look?

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without them you need more'n double the seeds and berries (forgot the actual ratio)

still frigate
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Rice kept failing. I've got it fixed so I need to ramp up the bars.

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I now have 8 water canons feeding my mixed rice and lilies.

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The trials of unclean water.

radiant arch
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only managed your last map using that strategy (well fluid dumps early)

still frigate
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I have 2 or 3 of those too.

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@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.

radiant arch
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unity limits the number of active lights for one - if there's too many, some wont glow

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the other is timberborn default lights force a no-flooded limit..

#

i not understand why they would be flooded here though

still frigate
#

Yeah. Through every revision of the map I have made they have been flooded when I started it up.

radiant arch
#

maybe they can't get rid of the status being objects??

still frigate
#

I might need to delete them and redo those two toe claws

radiant arch
#

might help

#

weird

still frigate
#

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???

radiant arch
#

does some water overflow above?

#

an amount so small it's not showing?

still frigate
#

I even drained the claw and that shows flooded. Most of that area. There is noth8ng under it eaither.

radiant arch
#

does ALT+X show anything?

still frigate
#

ALT-X confuses me.

radiant arch
#

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

still frigate
#

I'll have to try tomorrow. I can't read it clear enough on my laptop with fatigued and old eyes.

radiant arch
#

fine. maybe tomorrow fixes it magically πŸ™‚

#

good night

still frigate
#

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

radiant arch
#

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

still frigate
#

Before LASIK I was 20/300

#

Wanna bet this is causing it?!

radiant arch
#

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

still frigate
#

Not sure I follow. Air channel? There is a layer gap. Relics are at the ends of each claw.

radiant arch
#

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)

shell fiber
#

just tried to make the detailer that makes beavers sick, but they just won't used it

still frigate
#

I'm still not sure I follow, but puttinh a layer of dirt down wasn't flooded.

shell fiber
#

as what common sense dictates

radiant arch
shell fiber
#

aaaah

radiant arch
#

it's technically not really difficult to make it apply a forced need without the beaver knowing in script..

shell fiber
#

i could make it like this

radiant arch
#

i'm not sure it works outside workshops?

shell fiber
#

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

radiant arch
#

it's going over multiple layers too i believe?

shell fiber
#

yep

shell fiber
devout obsidian
#

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?

radiant arch
#

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?

devout obsidian
#

Yes

radiant arch
#

and the overhang was placed on what? the platform below the shaft? the lodge?

devout obsidian
radiant arch
#

odd. might be occupations there.. lapan will have to look at it..

devout obsidian
#

Also, went looking at some very obscure buildings..😁

devout obsidian
radiant arch
#

wow. how? darn..

#

i need to test it more ..

devout obsidian
#

no automation whatsoever, it was ordinary valve lodge set to unlimited

radiant arch
#

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

devout obsidian
#

you removed the unlimited setting completely?

radiant arch
#

but looks like some case can happen i not tested

devout obsidian
#

but why? 0.3 is too low

radiant arch
#

cause it makes sense to lapan. was 2.0 for 6.2.8 i tested with. hmm

devout obsidian
#

it was 2 then was changed to 0.3

radiant arch
#

@shell fiber should valve-limit be 0.3 with my fix too?

radiant arch
ivory fractal
radiant arch
#

@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)

shell fiber
devout obsidian
still frigate
#

FWIW, my save loaded without error.

I do not have a valve house at this time.

radiant arch
still frigate
#

Hrm.... I do have 22 stranded beavers on zip lines...

radiant arch
#

the repositioning on the balloon?

still frigate
radiant arch
#

might be a one-time-thing ?

#

or did it happen long after loading game?

still frigate
#

Perhaps. I'll unstickify them and test.

radiant arch
#

looks fun haha

still frigate
#

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?

radiant arch
#

maybe helps, but would still make for a problem to have to

still frigate
#

They are getting stuck as bad as they did when zip lines were first added.
initial 22 fixed
+2 fixed
+4 fixed
+7 fixed

radiant arch
#

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..

still frigate
#

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...

still frigate
#

Okay, getting new stranded again. Resetting value.

@shell fiber FYI

devout obsidian
#

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
#

that's curious..

#

glad it works now

still frigate
#

@radiant arch

Before I reset the zipline values should I load/save/load again?

radiant arch
#

doesn't matter

#

it re-calculates the paths i believe

devout obsidian
radiant arch
#

yeah.. i fear.. i will have to try that..

devout obsidian
#

LMAO you pimped up the mushrooms in tent or I did not notice before?

#

So enticing, would try some myself.

still frigate
still frigate
#

Anyone notice that the color of the pause icon indicates whether it is manually paused or automation paused?

devout obsidian
still frigate
#

No. Why?

devout obsidian
#

I noticed immediately

radiant arch
#

i did not

#

too much clutter to perceive asap

still frigate
devout obsidian
#

no it's me probably sorry, was just explaining apple tree bark color in other thread...

#

keep sharing

still frigate
#

/nods

radiant arch
devout obsidian
#

I appreciate construction possibility like this so much!

radiant arch
#

does that make it through save&load?

devout obsidian
#

why not, putting overhangs on cliffs isn't a problem

#

let me try

radiant arch
#

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

still frigate
#

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.

devout obsidian
#

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

radiant arch
#

i love putting them like that too

#

just not knew the side platform worked below the edge too

#

those changed soo often since U6

devout obsidian
#

there's still rock behind it, it's not below

radiant arch
#

not the top-most i meant

#

makes perfect sense it could, just not realised it does

devout obsidian
#

it says right in the description "can be attached to sides"

still frigate
# radiant arch (it would add another empty 'watercolumn' and thus force a re-calculation)

@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?

still frigate
#

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?

still frigate
#

@radiant arch The flooding problem of the relics is indeed solved.

wary panther
radiant heart
#

dang, brambles now skipping levels... is there a limit how high they can jump?

wary panther
#

+/- 1, and only into water up to 1 deep

#

but they were nice enough that berries can also skip levels now

radiant heart
#

cool i mean if berries can too it's "fair" just berries would need to spread as fast 🀣

wary panther
#

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)

radiant heart
#

got surprised quite a bit by brambles in a place they had no reason to be there

shell fiber
#

finally managed to restore the power shaft extension mod, uploading soon-ish

radiant arch
shell fiber
devout obsidian
radiant arch
#

might not be possible with new version anymore, as the default should be limited now

#

when lapan updates that is

devout obsidian
#

lol it is possible

#

oh that

radiant arch
devout obsidian
#

So it is the plan that valves will only get up to 0.3? ELI5 pls

radiant arch
#

looks like it. that was the original setting lapan used

devout obsidian
#

Oh my. "Water beavers" that have such hard time to control the flow😭 no 1x1 floodgates and then this

shell fiber
#

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

devout obsidian
#

Okay and is there any alternative for badwater diversion like other beavers do it?

#

Or even different original solution. Anything.

radiant arch
#

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

shell fiber
devout obsidian
#

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.

devout obsidian
shell fiber
#

hmm... not donna lie, that looks like a pretty shitty map for this faction 🀐

radiant arch
#

it's feasiable, but difficult

shell fiber
#

if that miserable corner of greenery is all you have it seems pretty hard

radiant arch
#

but than, this faction might not be for everyones tastes and not all maps are same

shell fiber
#

there is virtually zero damming opportunity

devout obsidian
shell fiber
#

oh, even better πŸ˜‚

devout obsidian
#

beavers without properly fitted stillsuits die quickly 🀣

#

especially these whitepaw waterbags from caladan🀣

shell fiber
#

noticed that the paper texture was broken

#

that will be a texture pack update

radiant arch
#

oh, nice

devout obsidian
#

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

radiant arch
#

access requires stairs / ladder to top

#

upgrade needs to be placed one level higher (it might slip down on some angles)

devout obsidian
#

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

radiant arch
#

oh, was this one special and not required top-access? misremembered it i guess

#

not used the harvester upgrade in forever

devout obsidian
#

are there other small tower buildings than forester and zipline station?

radiant arch
#

the irrigation tower

stiff flint
shell fiber
shell fiber
#

I could playtest today ☺️

#

Damn one library is not enough πŸ˜…

#

I have mine running fully supplied and the 300 science for the factory workshop is hard

#

But I made a nice dam πŸ˜€

radiant arch
#

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

shell fiber
devout obsidian
wary panther
#

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?

still frigate
#

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.

wary panther
#

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:

shell fiber
still frigate
#

Have a bathing building that uses soap as a burnable fuel to actually add the cleaning to wet fur effect, perhaps?

wary panther
#

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)

shell fiber
shell fiber
#

i'll think about adding soap, but ashes... probably not.

wary panther
#

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

twin coral
#

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?

radiant arch
#

would you mind sharing the error report?

twin coral
#

sure

#

brb

#

ok, where do I get that?

radiant arch
#

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

twin coral
#

ok, thanks πŸ™‚

#

it's probably a mod I didn't turn off

radiant arch
#

looks like it. there's some conflict with a gatherable resource. but i can't see which one or which mod caused this

twin coral
#

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.

radiant arch
#

it's the same error as before

#

is there a mod that adds new plants?

twin coral
#

hmm ThinkingFT

#

wait a minute, I put a hedge in for the Ironteeth
you think it might be that?

radiant arch
#

it says Timberborn.GatheringUI.GatherablePrioritizerDropdownProvider.GetPrioritizedGatherable finds more than one - so there might be a duplicate or something.

twin coral
#

yes

radiant arch
#

no, that's not it

#

here a plant like a chestnut or berry seems duplicated

twin coral
#

I remember having to download dependencies for the whitepaws

radiant arch
#

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?

twin coral
#

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 ThinkingFT

radiant arch
#

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

shell fiber
#

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

twin coral
#

I think I'm going to get rid of all of them and just put in the whitepaws mods

shell fiber
#

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)
twin coral
#

Good news, the faction is working now

#

and ahhhh!!! those brambles were a nasty surprise 😬

#

they were birch trees a day before 😟

#

I only put in Whitepaws faction and its dependencies, and disabled the housing optimization

#

What I've got so far

radiant arch
#

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

twin coral
#

yep, I just found that out

#

fence time πŸ”¨

#

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

radiant arch
#

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?

shell fiber
#

yeah, i seriously need to do that.

sullen cape
#

I'm still playing 0.7, so I think I might need to downgrade my textures back, don't freak out

radiant arch
#

that looks like a really nice game!

shell fiber
#

πŸ˜“

#

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 πŸ˜…

shell fiber
#

btw, here's my current playtest colony

#

trying to dam up and flood this entire area

cloud flax
#

Which map is it???

#

Looks niceee

shell fiber
#

that's the first one, waterfalls.

#

very easy to play on, nice damming opportunities

cloud flax
#

Yeaaah

shell fiber
#

originally like this :

cloud flax
#

That rings a bell. Don't think I have done any play through in it though. Might start with it

still frigate
#

For anyone interested, I got hit with inspiration and did another map today. Been running WhitePaws through it.

#1493892633599152128 message

still frigate
#

I also just remembered I need to play a WhitePaw game on terraces I think it was, to verify it is still possible.

still frigate
#

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. πŸ˜›

My colony overview for this demo (Image 8).

abstract vector
shell fiber
#

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

radiant arch
radiant arch
#

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?

shell fiber
radiant arch
#

i can add a spec for that easily tbh

shell fiber
#

a limit-per-map item ?

radiant arch
#

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 πŸ™‚

#

hmm.. like turning all brambles into thorns or something πŸ€”

livid zephyr
#

Who hurt you good sir?!?

#

🀣

shell fiber
#

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 πŸ˜“

ivory fractal
#

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?

shell fiber
#

Architects blueprints are green, mechanics ones are blue, that's to disambiguate

#

Because the ens needs one of each

ivory fractal
#

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.

wary panther
still frigate
#

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.

radiant arch
#

only 1 level up

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they might at some later point extend further down

#

the bramble itself is slightly more than 1m tall i believe

still frigate
#

Not jumping. Space usage. Like the trees. Brambles take more than 1.

Berries can go in there, brambles can't.

radiant arch
#

yeah, brambles occupy the upper voxel too

#

like pines or birches

still frigate
#

I'll minimize those space in my designs... or make them strategic. :{

radiant arch
#

still 15 lvl/ 14 ranks behind lapan on the ranks thing.. hmm .. catching up πŸ™‚

still frigate
#

I sorta stopped chattering so much after the other day. You have shot ahead.

radiant arch
#

i might have trouble to stop chatting too much.. πŸ˜…

#

close enough. not sure i'll keep ahead for long

still frigate
#

At least I have the excuse of being old. πŸ˜›

#

Don't most seniors tend to ramble on and tell stories? The ones in my life sure did!

ivory flicker
radiant arch
#

i'm fighting with my code.. silly particle system for rain.. why has it to have like 200 settings..

ivory flicker
#

I kinda dont want to make "scaffolding" (read:temporary stairs) to get down from there

still frigate
ivory flicker
#

Well i didnt know that πŸ˜‚

radiant arch
#

you both made me interested in trying it out

still frigate
#

<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>

radiant arch
#

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..

ivory flicker
#

I was expecting to have died by cycle 10, it doesnt seem to be the case

still frigate
#

I had to rush the river bath in but that was day 10 not cycle 10.

ivory flicker
#

River bath is like day 4 build for me

radiant arch
ivory flicker
#

I thought this is talking about terraces

still frigate
#

@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.

ivory flicker
still frigate
#

I am on terraces at the moment.

ivory flicker
#

Guess i just didnt mention it

still frigate
#

@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.

radiant arch
#

gn

cloud flax
#

Sorry for the ping! Just saw your message. Have a good night!!!!

devout obsidian
cloud flax
#

Decors with upgrades! That's an interesting idea

#

Adding bubbles to the river bath

twin coral
#

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 😈

#

The beavers actually look surprisingly cute with the white fur and pink tails/paws/noses 😊 🩷

#

🀫 of course, the beavers were cute to begin with 🀭

#

The rest of the district is progressing nicely πŸ™‚

#

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.

devout obsidian
twin coral
#

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

#

πŸ˜ƒ and the river bath is finally done! And we even got our first customers! LoveFT

😟 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 πŸ˜”

#

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

devout obsidian
twin coral
#

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

cloud flax
#

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

twin coral
#

😏 isn't it always that way with the beavers?

cloud flax
#

Hahahahaha. Well imma not comment on it :P

#

Off to bed here too! GN. And happy beavering

still frigate
#

Aaaand back to beavering. HappyIT

still frigate
livid zephyr
still frigate
#

My time here is unpredictable, but I am often lurking around. I gladly help when I can as well.

sullen cape
still frigate
#

@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?

livid zephyr
#

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

twin coral
#

Where are the floodgates?

#

I see buildings and dams, but no floodgates

livid zephyr
#

there is 1 floodgate dam, in the dam section

twin coral
#

ok

livid zephyr
#

needs blueprints to build

#

wont get to them too early

wary panther
#

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...

still frigate
#

I just lost a bunch to starvation due to lack of harvesters.

livid zephyr
#

me and my humble level 12

woeful sun
#

weird, I don't see you on the list at all

shell fiber
#

@radiant arch why does the rappelling rope need XtraPlzNoCrash ?

radiant arch
#

does not

#

i was told it was needed for modifiers or something, but seemed it was not

shell fiber
#

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

still frigate
#

Excrementum sacrum. They have changed the valves Et al. again.

#

Extra Folktails’ 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. 🀣

radiant arch
#

sadly update breaks mod settings mod for me

still frigate
#

I'm glad I'm map making right now already.

shell fiber
#

i'll just get out of experimental for now

still frigate
#

But that's the easy way out!

#

πŸ˜›

radiant arch
#

and most of those it's just as fine to test once they hit main branch .. saves half the fixes ..

shell fiber
#

trying to get this to work

still frigate
#

New fencing?

radiant arch
#

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?

shell fiber
#

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 ?

radiant arch
#

i like them this way - they can go along path and look nicer if placed like this

shell fiber
#

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

radiant arch
#

haha, trapped

#

i feel inclined to skip the gates and only access them with ropes now!

shell fiber
#

darn, this guy walked right trhoug it πŸ˜…

#

only spread across the corner, which is good

#

or should i say "good" πŸ˜“

devout obsidian
#

dainty little fence is supposed stop them while they can cross badwater ditchesπŸ˜†

shell fiber
#

iirc the "bottom" occupancy is what decides if the voxel is freely walkable πŸ€”

#

they are very polite πŸ™‚

devout obsidian
#

you should apply same principle as water control, minimum 2x3 structures with blueprint required, or 1000 sawdust 🀣

radiant arch
shell fiber
#

dynamite has "no auto wall" enabled though

#

this one now properly goes around

#

that's odd, he could go through only there πŸ€”

#

and now he's stranded

radiant arch
#

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?)

shell fiber
#

uuh

#

no dynamite occupies a lot more

#

i'll remove bottom occupancy for the plants, see what happens

radiant arch
#

so only rubble?

shell fiber
#

yes, usually bottom is for rubble

radiant arch
#

and .. some checks go for bottom-occupancy.. gimme a minute..

shell fiber
#

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 πŸ˜…

radiant arch
#

yeah, bottom occupation is needed for reproduction tests

#

and harvest..

#

haha

shell fiber
#

really ?

radiant arch
#

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?

shell fiber
#

oh he won't plant those πŸ€”

#

there used to be a property called "block all egdes"

#

don't know if it has been removed or just hidden

radiant arch
#

well.. dam.. my unity is broken.. can't open blueprints there now πŸ™ƒ

devout obsidian
#

Another silly idea. Converting brambles to thorns could be actually welcome hack to make irrigation barriers.

shell fiber
#

well you'd have to let the brambles die of natural causes for that 🀐

still frigate
#

πŸ˜›

shell fiber
devout obsidian
radiant arch
#

they like badwater

#

at worst they get thirsty

devout obsidian
#

Or the irrigation lodge could have special formula to turn brambles to thorns.

still frigate
#

/chuckles

shell fiber
devout obsidian
#

I understand. I was a programmer myself. Can't really concentrate much anymore😭 . 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.

radiant arch
#

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..

devout obsidian
#

Which guide?

radiant arch
#

c# itself is pretty simple to use. much can be copied from game code anyway

radiant arch
#

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

shell fiber
#

made this thing because why not

radiant arch
#

very welcome!

still frigate
shell fiber
#

i wonder if i shouldn't just make it a modular thing and be done with it πŸ€”

#

@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? πŸ€”

radiant arch
#

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

shell fiber
radiant arch
#

manually mostly, but yes

shell fiber
#

look who's there !

radiant arch
#

so young and stylish! nice!

still frigate
#

@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.

radiant arch
#

it doesn't empty it either this way, does it?

still frigate
still frigate
#

remove workers works also.

shell fiber
radiant arch
#

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?

shell fiber
#

no really the only thing i want is for the automation to not pause the housing part

#

the rest can stay by default

radiant arch
#

ok. so different from igors mod. maybe i can still take some ideas from there later

still frigate
#

convergent evolution programming? πŸ˜‰

frozen fable
#

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.

woeful sun
#

Ahh, no I haven't uploaded it to Steam, or mod.io. I can look at doing it this weekend.

cloud flax
shell fiber
twin coral
#

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 😏 ThinkingFT
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! πŸ˜ƒ

#

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 😏

#

The newer Beaver colony πŸ™‚

#

I've played this map with the Ironteeth at least twice, so it's a fun map to work with.

cloud flax
twin coral
#

Thank you πŸ˜„
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 πŸ™‚ 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 πŸ˜‰

cloud flax
#

Btw some billboards give well being in very large areas. So make sure to build those if you haven't already

radiant arch
#

to go big snowflakes.. or small snowflakes.. πŸ€”

cloud flax
#

Too big...maybe randomise the size?

radiant arch
#

it's a weird perspective thing. they shrink the more the cam zooms in

cloud flax
#

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 beaver

radiant arch
#

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 πŸ™‚

cloud flax
#

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

twin coral
#

Here we go πŸ˜‰ Ah! These unusual colored beavers are based on modders, aren't they? LoveFT Adorable LoveIT

twin coral
#

I will win this war, brambles 😈 just you wait

wary panther
twin coral
wary panther
#

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 πŸ™‚

twin coral
#

πŸ‘ duly noted πŸ—’οΈ ✍️

wary panther
#

but once you get to wanting bramble flowers they are definitely the way to produce mass quantities

cloud flax
#

You should look at the bramble shredder by used by nox :P

wary panther
#

2 barns and a logging loft?

cloud flax
#

Here's a reference:P

cloud flax
wary panther
#

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

twin coral
#

this game reminds me of Bocce Balls πŸ™‚
I wasn't very good at it in jr. high, but they didn't make us play it for more than a week either

wary panther
#

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

twin coral
#

it feels so good to get this set up πŸ™‚
I felt awful about my poor beavers having nothing to heal with
now we'll have a proper "hospital" area soon

#

OMG! 😍 the alchemist has a little wizard hat! πŸ§™β€β™‚οΈ that is so cute!

wary panther
#

Wait till you get the library up and see the mortarboard

twin coral
#

cool πŸ˜„

#

hey 🀭 the library is right there! and they do look very cute with graduation hats on 😊 LoveFT

wary panther
#

Oops, indeed, I missed that that was the front corner of the library

twin coral
#

Wow, blow πŸ’© up?! Um, yay? HappyFT

#

LoveFT Who doesn't love landscaping with the boom-booms? πŸ’₯

#

I need a rice paddy anyway

#

I think this beaver ministry sending me tutorial letters watched Mythbusters 🀭

wary panther
#

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, didn’t they? Please keep them.

wary panther
#

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":

twin coral
#

that style would only work if the beavers were thinking like the nutty architect that designed Wayside School πŸ˜‚

shell fiber
#

oh, you mean game, how dare you waste my efforts πŸ˜“

shell fiber
shell fiber
shell fiber
shell fiber
twin coral
shell fiber
#

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 😊

devout obsidian
#

A minor glitch imo, the path should't be possible at all.

shell fiber
#

oh no !

shell fiber
#

not sure your beavers would like to walk into a soot vent though πŸ˜…

devout obsidian
#

Heh first they walk into badwater, then through brambles, then some soot on top is just cosmetic 😁

cloud flax