#Water Beaver Overhaul

65858 messages · Page 66 of 66 (latest)

shell fiber
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oh crap 😅

cloud flax
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Was it the corner near stairs?

shell fiber
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presumably jumped on the road from the stairs x fence area

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hmm... weird, the resource counter does't display properly 🤔

devout obsidian
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Wow I never before had 500 beavers on any map. Just did bots, the wonder and was done lol. Now here I'm still before ENS.

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Admittedly cheating a lot with the unconnected buildings...but first time playing wp

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Still had about 3 mass starvations, like down to 15 beavers .

shell fiber
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well if that's your first game with this faction...

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but i think you're really not getting the proper game experience doing that 🧐

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first zipline activated !

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i need to make a second library, science is just too slow 😅

devout obsidian
shell fiber
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good progress i think

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science is such a pain 😅

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small issue with the tutorial : science is super scarce, yet making more lab glassware is locked behind the large farmhouse, which would at best be the second or third blueprint you'd unlock

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i'll likely add a cabbage-based methane reciepe

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anyway, gotta go !

livid zephyr
devout obsidian
devout obsidian
shell fiber
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But I like the balance, it really makes you want to have brainsalts and/or a second library

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Unfortunately my paper production is being gobbled up by blueprint duplication

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I also unsure what to think about the power wheels. Having the big one blueprint-locked is a bit pointless since it costs 1500 science

cloud flax
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But those big wheels are indeed pretty powerful. If placed properly, a small set of them easily surpass the small nuclear reactor

radiant arch
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yeah, science cost does work fine imho. just little value in the blueprint really at that point (usually around ENS unlocked)

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it's still fun to make those, and it gives some science points if there's enough paper

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actually a little surprised: i not had any issue with paper really?

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hmm.. seems there's no real resin production yet?

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i believe it's usually double of that pine area for me around that stage of colony

storm gulch
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Better than dying to bad water or a grue or some unfathomable horror devised by a guy named lapan, at least

devout obsidian
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i find sus that they never overdose on the salts..or that's the grue?

shell fiber
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Wdym ? I have a whole forest of pines 🤔 although I did cut it down a couple of times to get extra wood

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Ah

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Yeah I was slow to expand my forestry, the second everblossom plantation on the left has just been planted

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No the grues are in the mines (zork ref)

radiant arch
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hmm. guess 150~ of them is a good number. misunderstood the seedlings there

woeful sun
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Long Names is now uploaded to Steam Workshop and mod.io

wary panther
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Oops, didn't mean that to be a reply to the "second library" comment, my bad

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second library was going to be a snarky response about how one would ever manage to produce that much kimchi - I rarely managed to even run one library at full-bore (rather than pausing it as food runs low) until long after I've unlocked the tree nursery (for domesticated brambles), the ENS (for clockwork cabbage farms), etc

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Everytime I try to rush science the result is either the happy fun land death camps, or maybe (if things don't go quite that badly) we build mass numbers of contamination jails and send them off to hack on relics for science until they get contaminated, and then they can go to contamination jail and not eat any of our remaining supplies until they feel better. (and we've gotten a new harvest in)

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contamination jail has saved many lives 🤢

wary panther
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Is it intentional for whitepaws that Bobing's seep cover doesn't support opening/closing via automation? Or does it not support that in other factions either?

brave ivy
wary panther
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ah, there we go.

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Ok, error between keyboard and chair

brave ivy
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XD

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I made the same mistake until I looked closer.

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Its the same functionality as the badwater Dome

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Anyway, bed time.

devout obsidian
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Clicking on the valve lodge slider can still crash. This time it was completely newbuilt one. Can I do something to help?

radiant arch
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i forgot to push the fix for this case..

radiant arch
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ok.. for you.. i'll stop playing around and push an update..

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just .. why is the outflow limit set to basically 0 now? hmm.. maybe i looked at the wrong value there 🙂

radiant arch
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for whatever reason i can't change value on the valve house anymore - with or without my script.. the slider just wont work anymore? - seems to be an issue with experimental?

shell fiber
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Ah, I got a better idea for the methane issue : rather than a cabbage to methane recipe in the fermentation barrel, I think a nenuphar recipe in the florist is better, it allows access but is much more restricted in output

cloud flax
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That reminds me, i think it would be nice to have 2 recipes in the clockwork lotus farms, 1 for lotus and other for nenuphars

radiant arch
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wouldn't a clockwork for them just be for visuals?

cloud flax
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Hmmm yeah maybe... Just fits the lore better. GMO growing mushrooms and fruits feels fine but blooming flowers idk...

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Waaaiiit how did lapan change skins of crops for cabbage clockwork?

Like if it can be used to replace any crop, maybe there can just be 3 clockworks

One for ground crops: cabbage, sunflower, peas (maybe even brambles and pumpkins)

One for water crops: rice, lotus

One for trees: logs, chestnut, pine resin?

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GMO could maybe used to synthesis mint shoots maybe rather than flower?

radiant arch
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there's artificial resin from the abyss. otherwise i see your point..
but that would make grapes a GMO thing too (no fun for gameplay) and chestnuts aren't really good to harvest with clockwork controller imho

cloud flax
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Like for constant supply basically

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Esp in winter

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Hmmm if berries can be grown why not grapes....I can see your point in gameplay fun though....

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Also getting pine resin from a abyss factory just feel weird lol. Maybe the lore is of digging out those resin fossils? Like mosquito trapped in resin in Jurassic park movie?

Maybe GMO can be used to make mushrooms (good and bad ones) pine resin and mint?

Shift berries, grapes, brambles as well to clockwork?

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Aah it's in chemistry lab. Nvm my commentry 🤐

radiant arch
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scriptpack is updated - just can't verify it does anything since valve house is currently broken on experimental

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hmm.. vanilla valves are broken too.. just reported the bug with them..

shell fiber
cloud flax
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You evil evil evil man :P

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But I think would make clockworks much more useful early mid game as well as winters

shell fiber
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Oh, also. After playing through the tutorial for real by myself, I feel that the factory itself is a bigger achievement than the floodgate dam, especially since we have the valve house 🤔

cloud flax
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Cuz like short on sunflower, let me just shift the recipie. Oh rice farm die, shift the recipie

Edit: this is only for early mid game scenario

shell fiber
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So maybe I could rebalance some things so that the factory requires a blueprint and the floodgate dam does not 🤔

shell fiber
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Also it makes you need to build a lot more, which means you need to invest in mega platform, in giant sequoias etc... that's basically the game loop

cloud flax
wary panther
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Hmm. I think we have different definitions of "early". They take clockwork controllers (ENS), robot parts (factory), and glass. I just finally got two up and it's cycle 50

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Or maybe I'm just bad ad this

radiant arch
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on big maps i sometimes skip them even. on small maps they kinda are needed to feed enough beavers for big industries, so they may come early

wary panther
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Yeah, this is a small map of twisty narrow canyons

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flat space watered space is at an extreme premium

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so it's been a slow progression to get enough food to get enough population to advance

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which is fine, I like tetris in my timerborn

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but it definitely a slow-burn map

cloud flax
radiant arch
cloud flax
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That's a great map for damming!!!

wary panther
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Yes and no - you could store a lot of water, but you'd lose all your farmland

cloud flax
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I think I as well downloaded it but it did not use much of 3D terrain dynamics iirc (caves and all)

radiant arch
wary panther
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it has a lot of caves, and a major underground river. And some unstable cores that blow open the dam you painfully built 🙂

cloud flax
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Oooh seems like I saw another map!!!

wary panther
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it has been a really fun map though

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and I may finally get to do some big damming now that I managed to get two drills in and actually have access to enough dirt to fill in the uneven corners

cloud flax
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Looks like they updated it in Feb to have the 1.0 stuff. I was the same map :D

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What are all those overhanging platforms for?

wary panther
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warehouses

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once I get some logs again

cloud flax
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But heaven for gravity batteries and hell for farming, I can see

wary panther
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they all face into a ladder up the spine

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and then there are tunnels through the cliff into some natural/artificial shelves on the other side

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I do really like the way the legs of the assembly line make it look like less of a crime against gravity than it actually is

cloud flax
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The products coming out of the line thankfully get i to that storage, else.... Plop down the canyon

wary panther
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Yeah, I liked that visually quite a lot

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when it fit in it had to be done

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(it is of course actually just loading from the door)

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Aesthetically this map would benefit a lot from having the pillars from Knatte's staircase mod, but it's sadly not whitepaws-compatible

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the 1/3 leg pillar supports would cit down on a lot of skewer platforms sticking out in weird angles just to support a spiral stair

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Either that or a hanging spiral stair piece that worked like the double rope stairs (was supported from the top and bottom landings, rather than from directly below)

ivory flicker
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How are the grav battery not synced up? The others are just built?

wary panther
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yeah, the 5th new is newer than the original 4

ivory flicker
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I also like the visual on that cliff, very well done

wary panther
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was probably built 2/3 cycles ago, but there isn't very much surplus power over here so they mostly rise and fall with the season, rarely getting to top (or bottom)

ivory flicker
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Imo that is more realistic, thats why they are there

wary panther
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there's the two big wheels you can see, and then 3 more 3x2x3 ones buried under the floor (under the two drill gears and under the zipline station)

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but we haven't hit top (or bottom) since the 5th one went in, so they haven't come into sync

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Now that lapan got the power line bridges mod updated I may be able to interconnect it with the main power grid 3 canyons over

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which would certainly help

wary panther
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Darn, I can't put a separate ladder on top of the center of a pit-and-ladder lodge stack...

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On the plus side, I just discovered the zipline station will connect to a ladder from underneath the door, which offers interesting new layout possibilities

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Not sure how I had never noticed that this works

wary panther
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I also really like the aesthetics of the middle canyon: the terraced restaraunt overhangs, the party deck on the artists's roof, the balloon landing over the mine, the lit bridge,etc (and this all leads back into a cavern that goes all the way through - it's full of storage, and leads to the early settlement, with the library/alchemist/etc along the cave entrance on that side

wary panther
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Speaking of which grauschweif, I noticed you have a fairly lights decoration item, but it's locked as devmodetool. Is it broken or something?

radiant arch
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it's incomplete / just a test. will try and make a better one at some point

wary panther
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gotcha. I was just looking at things to block off the ends of overhangs and it seemed like a nice idea

shell fiber
wary panther
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yes, I have that on the other side:

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but here the bridge wants to run straight through and into the cave, not just to the "frontage road" across the terraces

wary panther
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The rope stairs are a little buggy on load, though - timberborn seems to restore objects from bottom to top. So if the top is supported by something whose Z-level is higher than the base of the stair, like the tea terrace or a cliffside platform, then the staircase gets deleted on load.

(So 1+2 works, but 2+1 or 1+1+1 doesn't, because the stairs load at Z=1 and the platforms that would support the top aren't loaded yet.)

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And your mod also shows the same load order bug at the bottom of the map (i.e. if you build a primitive dam at z=0, and then a primitive dam upgrade on top of it, the upgrade will get deleted on load). But the same stack will work at Z>=1

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Pretty sure there's nothing you can do about it unless @eMka (or someone else) decides to try and fix this more in the game. Which probably won't happen since the base factions don't have uneven bottoms (voxels that require support but aren't at the lowest level of the item)

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to be clear, this is two separate bugs - the stairs not reloading happens at any z level if the top is sitting on some other structure rather than terrain.

wary panther
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@shell fiber request/idea for the floodgate dam - the "hollow" corners currently stop at Z=2, so you can overhang a block of dirt over them (to seal a floodgate damn into a wall that rises above it when the dam is fully shut). But the those never-waterproof voxels still occupy corners and top, so you can't place a platform, only an overhanging dirt block can fill those corners and make a sealed face (even a skewer occupies "top" of the voxel below).

Which is kind of weird, since the other primitive dams will let you place platforms over the non-waterproof parts, or skewers overhanging them. It makes sense you can't use skewers on the mechanical floodgate since the middle part moves, but platforming makes structural sense. Or visually, the floodgate dam corners already have a big metal crossmember at height 2, so maybe they could be stackable already. But either way, it would be nice if you could support another waterproof building above those corners, instead of terrain blocks being the only option.

radiant arch
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you could place a valve house below the dam for Z=0 support?

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(no real solution, but might work in edge-cases)

wary panther
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Yeah, but that's now limited to 0.3cms, so you can't use it to rapidly drain and flush badwater

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A Large valve house would be another choice

radiant arch
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or dirt blocks... -> can use the floodgate to guard a 2x1 channel

wary panther
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As is "no, for balance reasons", of course. But you can do it with the mechanical floodgate and dirt, and it just seems kind of weird to be discouraging the use of inhabited sturctures

radiant arch
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or extra lodges

wary panther
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yeah, that was my probably-too-wordy point, you can seal those corners with dirt (because it can overhang "for free"), but you can't place any kind of platform to support a building instead

radiant arch
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i kinda use that often for underground channels, a 3x3x3 hole for the floodgate and 2-high-1-wide outlet

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no need to seal corners (could, but not needed)

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looks weird either way

wary panther
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yeah, you don't need to seal the corners if the whole thing is underground and pressurized

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only if you are going to leave one side open to the sky

cloud flax
shell fiber
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That's a good idea I think
edit : hmm... that would require reworking the model, i don't really want to get into that 😓

shell fiber
shell fiber
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ah-ah !

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the new stairs survive !

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(i changed the base Z-level to be on top, so they effectively are loaded after whatever supports the top part)

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now let's see if the backward compatibility can do its magic or if it will just fail

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welp...

shell fiber
shell fiber
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i fixed that ungodly turd of a frame

devout obsidian
shell fiber
devout obsidian
radiant arch
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that's a different platform than the one lapan showed

devout obsidian
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oh it's in menu the one to the right?

radiant arch
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i suspect the overhang would have more restricted placement, but not sure (not used it in a while)

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overhang is more for attaching to dirtblocks

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(did change a lot in the last year)

shell fiber
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ah, right, the description is wrong, it only goes on cliffs, not buildings

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the ones you want at the other ones

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@radiant arch with today's update the sluice house flow rate is stuck at zero, with or without automation 🤔

radiant arch
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yes, the experimental branch had broken this - for vanilla valves too

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they not yet reacted to my bug notice. might have missed it 🙂

shell fiber
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maybe ping them again because pushing a bugged version to stable is... not great 😓

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so it has nothign to do with your script to remove the "infinite" outflow ?

radiant arch
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did not on experimental, no

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did debug output the values too and it showed that the valve did mess up the input after the ui patch

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so my patch worked still, but broken valve script at some point forced it to close / 0

radiant arch
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hmm.. was my own mod for real.. sorry!

shell fiber
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oh 😅

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well now my unity is broken

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as with EVERY SINGLE UPDATE

shell fiber
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@radiant arch so i just need for you to update the script ?

radiant arch
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yes.. or disable the setting with..

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will have it fixed later today

radiant arch
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scriptpack update is out

shell fiber
radiant arch
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latest 1.5.7 version? how?

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not intended, no

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it should not allow to set anything but up to max outflow limit. did not allow when i tested just now

shell fiber
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what ?

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oh, i think i have 1.5.5

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ah, mh?

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i refreshed on steam and now it says 1.5.7, let's test

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yeah, when automated it can still go in unlimited mode (but not on manual)

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is it something related to the two checkboxes in unity ?

radiant arch
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i did not test automated again.. and i did change the part that got patched..

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will have a look later

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at least half of the feature works reliable again

wary panther
radiant arch
shell fiber
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for now it still allows unlimited when automated

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but at least it doesn't prevent playing

wary panther
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but it will allow a lot more flexibility to use buildings instead of just dirt around a bottom-dump floodgate

wary panther
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Does the Basic Nuclear Reactor stop the flow of the badwater source you build it on top of? Or just use it for coolant, etc?

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Trying to figure out if I get +2500hp, or just 2500hp minus all the water-wheels currently running off that source that become useless... before I make a major investment

livid zephyr
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can open or close the source when its made. cant remember if it works like the FT dome or IT discharge though... hopefully someone else knows

wary panther
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cool. So it's either status quo + 2500hp, or even better than that (if I now get flow during drought)

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Should be built and hooked in soon (I decided to just go for it and find out)

livid zephyr
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leaning 80-20 FT version, but cant say with certainty

wary panther
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next drought we'll see

wary panther
wary panther
shell fiber
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hi all !
okay, other concern i have after pllaying the faction for myself : should the zipline tower upgrade really employ 4 haulers ? because as soon as i reminded myself of that, i quickly moved to replace all of my normal 10-haulers towers with zipline-carrying ones, as it seems clearly like a better deal.

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maybe i should reduce to... idk, 2 haulers ?

devout obsidian
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please, no

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btw right now i'm looking on a balloon, there's a beaver flying it..but who is it? no building involved in it employs anyone

shell fiber
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the building is actually autonomous

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otherwise there would be some odd behaviors, like the balloon stopping in mid-air and the beaver teleporting from the ballon to the ground wheverver work time is finished

devout obsidian
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oh i see they would need to get kinda stranded for it to work

devout obsidian
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How to connect logging loft?

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I suspect it's not supposed to go on two lumberjack's barns like that

radiant arch
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door below and entrance must align

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given the rotation of those below it can't work. would need both of them "flipped" (or facing same direction)

shell fiber
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wait what ? how comes the ropemaker cost only 100 science ?

devout obsidian
shell fiber
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give me one sec

radiant arch
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either works

shell fiber
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this is the correct configuration

radiant arch
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needs stairs to get in reach to build the upgrade

shell fiber
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in principle the flipped back configuration should not fit, but i cant be bothered rechecking the whole system to prevent it

radiant arch
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visually it's kinda fitting

devout obsidian
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waitwhat on the right one the doors are in wrong place and it still works? the loft entrance is where the flags are

Edit: OOhhh the entrance is now inside

swift jungle
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hey guys im so confused on what mod am i actually missing or what is wrong here help will be highly appreciated !?

radiant arch
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on steam too

devout obsidian
swift jungle
devout obsidian
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apparently i MUST do everything the wrong way around...this needs other chirality

shell fiber
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OR

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i could fix that mess

radiant arch
devout obsidian
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i'm a chemistry fan, it reminds me to this lol

shell fiber
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hmm... problem is that if i want the barn to remain flippable, that pretty much implies that you can end up with this kind of issue

devout obsidian
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can you put in description "entrance must line up with or be inside the underlying building".. but that's prolly too long

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actually there can be billboard for that, i can create the graphics?

shell fiber
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isn't that good enought ?

devout obsidian
shell fiber
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hm...true

shell fiber
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i'm extending the use of the water wheel blueprint to both the medium and Large waterwheel

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i'm still itching to make the factory the end goal of the mechanics branch tutorial, wether that is a blueprint building or not

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and i still think that with the valve house freely buildable, the floodgate dam should not be blueprinted 🤔

ivory flicker
devout obsidian
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(now lapant adds "loneliness" happiness debuff and we'll be all cooked)

ivory flicker
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Haulers are usually alone no? Unless u set a storage to empty or something

radiant arch
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love this haha

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well, sorry.. got distracted 🙂

ivory flicker
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I thought that is what the username means

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But magic

shell fiber
shell fiber
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hmm... i don't even remotely have enough water for this drought 🤔
oopsie

radiant arch
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would be nice to have this combined with the bilboard one?
like showing towers left, triangles right and maybe two tower upgrades in the back ? (zip-tower and one with side-way stairs to reach up?)

devout obsidian
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Ok, will think about it. But the tower upgrades are written in the description and also outlined when placing, so that was easier to figure out.

shell fiber
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(unrelated) i stopped the dead nenuphars from wiggling 🙂

shell fiber
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oh, that is mildly unfortunate 🤔

radiant arch
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makes sense kinda

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to not be able to build a rope ladder from the bottom..

shell fiber
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well if you put it like that 😅

shell fiber
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i'm thinking i would like to have some sort of triangle-roof building, but one that does not require access to farmland or anthing outside of it.
obvious ideas would be building versions of tents, like a proper forge, not that crappy tent thing.

any suggestions ?
basically, this is for the cases where you'd (legitimately) want to have a small zipline tower in your town, and since it's here, well you may as well have a triangle shaped building next to it, then an upgrade.

it would also help in placing nerdy attics later 🤔

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i guess a "forge" and a proper "gnawing hall" make enough sense, as well as a "canteen" (cooking tent) 🤔

wary panther
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Well, the obvious ones that would fit in are storage - make a "barn" version of the crate storage house that is triangle-roofed, and a "tall tank" version of the liquid storage house (similar to the irrigation tower model) that is a small tower.

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but that makes the upgrades much easier to tetris without useless buildings, so I figured not being so generous was on purpose

shell fiber
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i think storage buildings would be my last pick in general, but that's an option that would work

radiant arch
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a triangle roof smithy would look fun for sure. and make a tower within settlement easier

wary panther
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Then we could have a heated storage upgrade that had to sit on top the smithy 😛

radiant arch
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triangle mushroom grower could have a cellar ? (i.e. extend below ground)?

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haha, nice!

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kinda difficult to come up with ideas when early game is so balanced and grown used to it..

wary panther
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Because the "hand of tar" has always seemed kind of icky

shell fiber
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my dam is slowly growing up and up

radiant arch
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looking really nice and cozy

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just wonder how they are going to harvest brambles in front

cloud flax
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Or it could be a fun building that gives same boost as nerdy attic? It's hard to provide that boost to all beavers in large colony

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Or create a tail detailer building finally :P

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Cooking houses already have a very nice variety and pacing i feel

shell fiber
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Which doesn't mean I can't make a detailer, just that it wouldn't be fun

shell fiber
cloud flax
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So plan on removing the log gnawing station for gnawing hall and primitive iron works for foundry?

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Tbh they fit in the vibe along with paper mill and small tents, mushroom grower. all early game village structures

shell fiber
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You'll just have the option if building a proper house-workplace later

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I'll likely make it science -locked like 50~75 science

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Just so that you don't want to waste science on this early on, but later it's a non-issue

cloud flax
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Interesting.... So a late game version of early game building....
Gnawing hall might be used in place of rudimentary sawmill as well I guess esp in power starved maps

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But it might remove the need for rudimentary saw mill?

shell fiber
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Now what stick in my mind would be :

  • forge
  • gnawing hall
  • canteed
  • liquid storage house redesign?
  • mini hauler / builder tower ?
abstract vector
radiant arch
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i barely ever use any but the 2x2x1 hauler and the 3x3x2 version. later basically only towers

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not sure i would use a small tower version of them

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hmm.. maybe.. there's sometimes a tower i not use but for the upgrade..

abstract vector
radiant arch
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yeah, i did too, but there's so many new options for those now. including handicrafter, extra architects and seamtresses

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tower haulers also just run faster haha

heavy lodge
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hmm, zipline tower upgrade with haulers in fact is ... a conveyer belt 🤔 🤣

shell fiber
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To be honest the best candidate for a small tower would likely be the seamstress 🤔
Maybe make the "tower"into something that looks like a loom

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Kind of something like that 🤔

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Oh God, that is a terrible loom 😬

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I went to a couple of wool and silk museums recently, and ngl those machines are pretty cool 😊

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But this one in the picture looks like it has nearly zero mechanism

radiant arch
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mine is even more primitive. and a pain to set up haha

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not sure this one is AI generated though

cloud flax
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My sister apparently has like 5 weaving machines at her place.....
Maybe i should call her house the seamstress lodge...

cloud flax
shell fiber
shell fiber
cloud flax
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But yeah, hope there are couple of triangle roof buildings that can be placed in main built-up. Cuz both zipline and seamstress towers could be used as towers but there might not be enough traingle roof buildings

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Or you can make hospitals with triangle roof!! They are same footprint as the haulers lodge currently

devout obsidian
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What about small tea room? They can make that soda from bramble flowers without having to unlock whole tea lodge.

ivory flicker
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If i recall the soda is locked to the tea lodge to force u to build it for the ens

ivory flicker
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Can also make that into a well being thing they visit

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Altho i guess that makes it similar to the salt burning thingy

devout obsidian
wary panther
#

Hmm, got a bunch of brambles deleted on load. It looks like rappelling ropes now block them (via Floor occupation).

#

guess that's fine, but I don't know what the intent was

radiant heart
#

was there an update like today or something? game keeps on crashing ? 🙁

#

if i remove the mod everything is fine tho

#

who dare break ma beavers Stranded

wary panther
#

There was an update, but I'm not seeing any crashes (on stable, not experimental)

radiant heart
#

i'm on stable iirc

#

let me double check

#

yup, i'm on normal too, not exp

#

and got no "!" on the mod load screen

wary panther
radiant heart
#

ty, i'll try that later a bit

wary panther
#

Bug report: looks like the Florist got a new recipe, but it's showing the icon for Nenuphar, and that seems to be what it makes, but the text says Bramble Flower

radiant heart
shell fiber
#

for now the forge looks like this, but i can do better, i think

radiant arch
#

historic forges around here usually had the furnance front / outdoors and some roofed aread there for working on horses.
i think that gives them more of a workplace impression too?
would this collide less with the upgrades and the chimney?

#

(there's less simplified ones than this, but this should give a rough idea)

#

maybe a storage area for coals like the little appendix of the lumberjack would fit the place too?
having it small like the farmhouse feels odd given there's 3 homes too?

shell fiber
radiant arch
#

oh.. right.. haha

#

so chimney would work underwater?

devout obsidian
shell fiber
#

i'm only wondering if those triangle tarms are really necessary 🤔

#

hmm... probably better without

shell fiber
#

the ironworks now smokes black when actual work is ongoing

#

hmm... looks kind of pink

#

this one works just fine

shell fiber
#

better

#

and all good there

#

hmm...

#

hmm... i missed that part

radiant arch
#

that's looking fun and unique and certainly not like a fire hazard!

shell fiber
#

also looks nice on its own

shell fiber
#

just realised that the greenwood texture was broken

devout obsidian
radiant heart
radiant heart
shell fiber
#

gnawing hall is a more simpler design

#

i took the opportunity to make is do more than just gnaw on logs 🙂

devout obsidian
#

there should be some teeth marks when looking closer😆

#

"whitepaws would never!!!!!11111"

radiant arch
# shell fiber

this would allow to support two upgrades? given its length?

#

i'd really like that tbh

shell fiber
#

no, the front is slanted

#

that would be an interesting concept though

#

i'm also remaking some icons

#

also organising my stuff a little better

#

my typical oranisation in my libreoffice file :

#

but i'm trying to put some order in that mess :

shell fiber
# shell fiber

hmm... maybe there could be a little bit more lighting on the roof 🤔

#

anyway, that will be enough for today

twin coral
#

😏 pink was historically seen as the "little brother" of red, a masculine color in times before the 1950s

shell fiber
#

Tomorrow I'll model the seamstress and we should be good for an update 😊

ivory flicker
wary panther
#

Another idea for a small tower - a climbing wall (well-being : Fun bonus, it could unlock for the rappelling ropes?

wary panther
#

Though I don't know if it's possible for grauschweif's separate mod to participate in the "tower + triangle-roof" stacking check, I don't know how that's implemented.

#

it should probably also have a significant chance for injury

radiant heart
#

It's fine, the phoenix has awaken :

#

@shell fiber think there is a mix up in the textures of the balloons, the IT one if WB pink and white 😛

radiant heart
#

I would like to file an official complaint to start a petition to bring back giant tanks, ty for your time !

radiant heart
#

irrigation tower?

wary panther
radiant heart
radiant arch
#

yep, my bad.. 🙏
will have a fix out for irrigation towers in next few hours

radiant heart
#

it's pink, it's lapan's fault

radiant heart
radiant arch
#

timber commons reject to enable its patch when there's another patch overriding the method..

#

just testing my fix

#

slipped my mind to actually test the effect when it not crashed

radiant arch
#

sorry again for this! 🙏

wary panther
#

hmm, looks like you can no longer run a path along the giant log bridge? It still visually shows the tunnel through the pillar, but you can't seem to place a path that connects through it...

#

Though it now has a power line along the bottom, which is neat

#

if a little less useful because you seemingly can only connect from the ends or above, so using it would block the path even if paths worked in the first place.

#

Also, the chunk on the left is complaining "It is to far from a district and cannot be reached, even though the path to reach it is... right there at the left edge

#

bedtime now though, sorry to post and run.

shell fiber
#

no worries

#

i'll look into it

#

in the meantime :

meeeeeeeeh

#

much better... i think 🤔

#

not my best work by any means

radiant arch
#

tower alternative or replacing?

shell fiber
#

it would replace the old seamstress. (the old one gets devlocked)

radiant arch
#

can understand it visually.. yet my gap-filler..

#

(narrow hauler lodge is more sensible for those tbh, just it's cheaper population-wise to use seamstress in many cases)

cloud flax
#

It really was a nice 3x1 filler

shell fiber
#

well, we'll see how satisfied i am with this model 😉

#

acctually a sideway model might be better🤔

#

eeeh, i'm pretty happy with that 🤔

radiant arch
#

adds pretty unique style to the village HappyFT

shell fiber
#

i see nothing obviously wrong with it 🤔

radiant arch
#

side-entrance through the smithy would be fun too

#

but i see this work better with farmer etc

cloud flax
#

Maybe some props like hanging clothes or spools or something. Adds some more flavour. Also a hole in the roof for threads to go in?

But yeah it does look much better:D

shell fiber
#

ah, hmm... a sideway door would cause...some issues

#

side door wouldn't go with the farmer either 😓

shell fiber
#

i made them slip into the building using the metal seams 🤔

#

not sure that makes sense more than to me

#

(that was a PITA to vertex pain btw 😅)

devout obsidian
#

she could have a nice rug at doorstep

#

Oh nevermind the triangle building is not part of seamstress

shell fiber
#

eh, the door could be on the other side

#

that makes it quite shitty as a rural building, but i'm perfectly fine with that 😊

cloud flax
#

It might get confusing on how to use it as an upgrade, cuz all other buildings require them to face in the same direction...

shell fiber
#

could get the tower to connect properly

shell fiber
#

everything seems to be working

#

this one does not

#

okay, this one works now

#

the last one is of course not possible

#

and this all work too

stiff coyote
#

@shell fiber Im legit curious
You putting water beavers faction into the mod competition?

#

Cause its such a cool mod but I also know it relies heavily on other mods

radiant arch
#

only newly made mods sadly - as in never published anywhere before

stiff coyote
#

Ah I missed that in the rules conditions @.@

stiff coyote
#

They just announced not to long ago but its fresh new mods

shell fiber
#

oh, hmm... that seems like a tough job for me, although....

#

that is quite a motivation 😊

stiff coyote
shell fiber
#

hmm... i need to ask them if that would qualify 🤔
I think i am far better now than ever before at modding, but making an entirely new faction in one month seems tough

#

if a 'whitepaws lite' faction is acceptable, that is a lot easier

radiant arch
#

it can use other mods, like materials or scripts. it just has to add something unique

stiff coyote
#

Thanks Grausch for clarifying.

#

Thats why I missed it. Added after the fact lolz.

shell fiber
radiant arch
#

hmm. i could. would pause seasons for it though. so not before next week to push some fixes to particles

#

if there's no beavers the game would consider the settlement dead i wonder

#

so why not reverse bot and beaver? just disable kits, have 'adults' be bots?

#

or do you plan to have bots make beavers later?

#

might also mess up the worker-selection (as in force-show the option to select beaver workers always?)

#

so what i need to do:

  • set "bot-worker" to default for all workplaces
  • patch the spawner to spawn bots instead of beavers
  • see if it tells player settlement is lost upon creation -> if so try and fix or surpress that
  • some bug-testing..
#

would easily take a week and some if problems occur i wonder

#

would you want a mix of beavers and bots or just bots for the start? (not sure i misunderstood it first as "no-beavers")

#

hmm.. locking at the code it might not be difficult in itself. just slow to test

#

game has a _startingBeaverInitializer.Initialize(valueOrDefault, gameMode.StartingAdults, gameMode.AdultAgeProgress, gameMode.StartingChildren, gameMode.ChildAgeProgress);
so it either reads from difficulty or faction and i can do with it whatever it needs (i.e. spawn bots too)

heavy lodge
radiant arch
#

i only make weird things possible, i not have any responsibility what lapan does with them 🙂

shell fiber
shell fiber
#

there's gotta be a line somewhere saying "start with 6 adults and 3 kits"

#

no ?

radiant arch
#

i just tries and i can easily patch the logic i guess

#

config gives a fixed range for adults and for kits, so could use that or can spawn additional or anything really

#

can also add a spec for you to tell what

shell fiber
#

buildings have a setting in which we can specify if it's a beaver workplace, bot workplace, or both

shell fiber
radiant arch
#

absolute must have i fear!

shell fiber
#

i'm going to ditch the roof entrance for the hauler and builder towers

#

visually it was already awkward with some buildings, but with the forge and gnawing hall, that looks outright bad

#

plus since the gnawing hall is symmetrical / rotatable, that can cause weird things, like bridges going straight through the roof

#

anyway, i don't think anyone will regret that dysfunctionnality

#

and i'll be pushing an update for good measure

#

regarding the contest, i send a message to Miami to ask how much asset reuse would still qualify as "new", in case i go with a "whitepaws lite" option

shell fiber
#

uploaded !

radiant arch
#

ok.. there is one tiny stupid problem with it..

#

bots can't spawn indoors it seems..

#

so will need some time to figure that part out first (anything else works fine - can change number of kits and adults and bots per spec, as in give 2x kits, 0x adults, 1x bots and it uses difficulty settings as base

#

just the bots not appear since they spawn in unsupported spot my bad.. i mixed up two numbers and blocked the spawning myself haha

radiant heart
wary panther
#

If the new seamstress lodge can be flippable and still work with the upgrade stackings, could the farmhouse/harvester's cottage, ect be too? Or is there some other reason they are not flippable?

#

their "triangle roof" part seems pretty symmetrical, and it would be nice to be able to choose whether the entrances are together or apart, espescially when using the "two triangle-roof" upgrades

#

Seems like the new gnawing hall works either way too!

#

Extra bonus points if it could be possible to use them facing opposite directions (e.g. harvester facing north, farmhouse facing south, nerdy attic or logging loft or whatever spanning across them). The inherent "handedness" of the upgrades has frustrated me many times in trying to make the perfect canyon tetris 😛

shell fiber
twin coral
#

Be very careful with that barrel my little friend
it makes boom-booms if you drop it 😏

livid zephyr
#

ok that might be a funny death to add to the mod. sm % they drop a barrel moving it and a small explosion happens, no dirt removed or anything, just a boom.

"so-and-so was careless and dropped their barrel of Nitro and exploded themselves to death."

shell fiber
shell fiber
# shell fiber

also, is everythign going okay with the new buildings ? no missing text / texture glitch etc ?

#

oh right, i forgot to update the texture pack for the green wood

livid zephyr
radiant arch
#

technically.. if one gave any character a tickable component.. and tested if they carried a good.. and a list of good ids with effects and chances.. that might not be super difficult to make.

#

might even make a fancy mod for the competition

#

just not sure it's any real fun

shell fiber
#

or you'd have to code in that the first occurence has 1% chance, then the second 1 per 10.000, then 1 per 1 million to make sure it is funny a couple of time then happen extremely rarely

#

ah, i wanted to playtest more today, but alas ! my work required being done.
poor me 😅

livid zephyr
#

boooo, responsibilities, booo! hah

devout obsidian
#

I think this is not right? There's nothing under the skewer.

radiant arch
#

wont make the save&load i fear

#

or not sure.. it oddly might work like extending dirtblocks there

devout obsidian
#

And any idea pls? Why the rope stairs can't be placed.

radiant arch
#

yeah, it overlaps

#

needs on more platform for that

#

like vanilla bridges they can't overlap the landing

shell fiber
shell fiber
radiant arch
#

given the z-base now anchors it to the top - does it even have to occupy the bottom still?

#

could it now just ask for a 'stackable-below' and not occupy? or that not works?

#

(i know before that did not work)

wary panther
# shell fiber basically it only works because the 3D models themselves are symmetrical, if i e...

Fair enough. It just looked (without comparing super-close) like the Farmer/Tapper/Gather roofs were also pretty much left/right symmetrical. The doors on the front of course aren't (which is where flipping would be nice),but those aren't on the gnawing hall either. The Farmer's dormer placement isn't, but thuse end up buried inside the upgrade. So it at least casually looked plausible, and I wanted to ask in case the answer was just that it used to not work, but the new buildings were showing that it now could.

shell fiber
shell fiber
#

iirc the back side of the farm is not at the same place as the front with a 180° rotation, so that makes the upgrade look bad.
Of course if I were to redesign the buildings I could make it work. But that's a lot of work for little benefit.

#

It's really a "if I had known better" kind of situation, but I, in fact, didn't know better 😅

devout obsidian
#

nerdy buildings need nerdy attic 🫣

radiant arch
#

floor heating and the smell of hot tar? haha

devout obsidian
shell fiber
devout obsidian
#

How is this supposed to get together?

radiant arch
#

one level higher. sometimes it slips down on weird mouse angle

#

or is it? not sure.. arrow fits, so not that..

#

oh, the seamstress is supposed to be rotated??

radiant arch
devout obsidian
#

Thanks! There is a mysterious incident tho, no idea where it is stuck.

radiant arch
#

stuck beavers on ziplines again.. oh.. wait.. the entrance is different from other towers?

#

maybe that's problem?

devout obsidian
#

the zipline is not built yet, it seems stuck in the harvester's cottage

#

oh my bad it's "nothing to do in range" icon 🤦‍♂️

devout obsidian
#

Was thinking it is a joke...but no it is actual material

#

the plot of human extinction thickens...

devout obsidian
#

Bamboos don't make offshoots by themselves?

#

Nothing is happening here

radiant arch
#

few version back they had same chance as berries

#

so about 1-2 per 30 days would be likely

devout obsidian
radiant arch
#

visually you skip one rotation?

#

(there's that tiny tiny arrow on the bottom that indicates third connection)

#

hmm.. or not? hard to see..

devout obsidian
#

dont think so, when i press r 4 times it is in the original orientation

#

and notice when not connected to anything it's X not T, thats weird too

#

seems the corner piece lying on the forge is bugged, neither adaptive nor universal shafts will connect to it

radiant arch
#

yeah, that seems more likely than the t-shaft being the problem here

#

odd though

#

since you have the vertical t-shaft - would that work here?

#

replacing the downward shaft / moving everything on tile down-left?

devout obsidian
#

no this refuses to connect too

radiant arch
#

in the image the orientation is off, but good to know it's not just the one tile that's broken

devout obsidian
#

i tried all orientations ofc

#

have to completely avoid the forge

#

planning to flood the backside, hope the forge wont mind🤞

radiant arch
#

i believe only part of the forge is waterproof. though i wonder if it still would stop working given the 1.0 changes 🤔

devout obsidian
#

oh dam there's a leak actually..back to drawing board

devout obsidian
#

The chimney base is not waterproof, sadly.

shell fiber
#

i think it should, that's weird

#

i'll look into it

devout obsidian
#

The entrance building too.

shell fiber
#

Although I could make it so 🤔

radiant arch
#

it does look kinda solid?

shell fiber
#

It has angled walls like an ironteeth dormitory thing

#

But now that I think about it, it would be more useful and make more sense for the front to be watertight too

#

Although... I kind of want to redesign the whole building now. Make it something more like the advanced sawmill, so it can be used as a dam better 🤔

#

But that may have to wait until the end of the contest 🤔

devout obsidian
#

Or you can remove the "some parts work as levee" for now. There's hot iron (or coke?) exposed to air in the middle anyway . Such a thing would cause huge explosion in contact with water.

devout obsidian
#

Fighting with every building...this requires ground placement?

livid zephyr
#

The bit in the water needs at least 1 tile lower than the right part, and the left part needs to be submerged

#

Might just be you need to get rid of those 3 tiles of dirt

devout obsidian
#

doubt it, this works, only 1 tile down

devout obsidian
#

So after I built it elsewhere and saw how it works, problem was the raised power shaft....

livid zephyr
#

Ah. Was hard to tell. Was taking a shot at least

#

Got ya pointed in the right direction at least

stone pond
livid zephyr
#

still highly memorable JC video moment on yt lol

devout obsidian
#

How to harvest bananas? They are ripe, marked for cutting, lumberjack barn next to the greenhouse, they ignore it.

radiant arch
#

they need to be in reach of both the lumberjack and the tree nursery. might need to mark them anew if you planted before greenhouse was completed (maybe)

#

always been a little troublesome those..

devout obsidian
#

they can't be planted before greenhouse. i tried

#

also sequoias are at 95%, another painful unwieldy building i guess

devout obsidian
livid zephyr
#

wanna say it was his u7 WB run...gonna take a hot minute to find the exact vid he implimented the washing station

#

nvm u5... know it was on Lemon Canyon map

#

When I tell you that nothing could have prepared me for the Beaver Washing Machine, I meant that NOTHING could have prepared me for the Beaver Washing Machine. Enjoy.

Twitch: https://www.twitch.tv/jcthebeard

Thank you Beard Boosters for supporting the channel!
We now have so many names on the list that they no longer fit in a YouTube descripti...

▶ Play video
#

seems promising

devout obsidian
#

Found his video with bananas, he had no problem, it seems it was ordinary lumberjack flag that harvested them. Le sigh.

radiant arch
#

all lumberjacks can

#

it's just sometimes it can't for whatever reason

#

usually works when rebuilding it, when both lumberjack and tree nursery are in range

livid zephyr
#

most consistent way ive had with bananas, fully construct the greenhouse first, then plant

heavy lodge
# livid zephyr still highly memorable JC video moment on yt lol

https://www.youtube.com/watch?v=ryBmXf4n0dI&list=PLBK6qQd9E1Gq0nqpJQoZaeIiId58Qh9yr&t=2170s Guess this worth to be pinned , it's such a funny moment 🤣

It's time once again to dive into the incredible Water Beaver Overhaul mod in Timberborn, but this time it's with all the added fun and challenge of Update 5 with badwater, badtides and new buildings galore. It's going to be a wild ride, so let's get started!

Want to support me and get recognition in videos? Join the channel as a Beard Booster ...

▶ Play video
devout obsidian
#

The bananas were fixed by saving and reloading. Now the sequoia feller. At first it went fine, got 2 logs... but then nothing. Sits at home all day. The capacity of feller is 5, plus I built a storage too.

#

Probably ADHD 😆

#

Can the sequoia storage be anywhere? The logs seem to be a bit too big for a hauler to carry.

radiant arch
#

there been a bug with it selecting a unfellable tree due to problems with overlapping occupation

devout obsidian
#

lol, adhd really

radiant arch
#

one of the trees might have a problem with that

#

would be good to know which so lapan can resolve this case too

#

did you plant under them? paths? buildings?

devout obsidian
#

Yes put berries under

#

Did not dare to try buildings

radiant arch
#

you could not put them on the tile with the flag - or on the middle tile with the tree per chance?

shell fiber
devout obsidian
devout obsidian
#

Demolished some berries, it now works. Clearly the feller used them as excuse to play petanque.

radiant arch
#

yeah, there's some bug still with an occupation overlap that blocks the cutting of a choosen tree

#

you wouldn't know which tile it was that caused the problem?

devout obsidian
#

haulers take forever to empty it, never noticed such tardiness before with any resource...might have to resort to (censored) to experiment

#

(yes I DID prioritize it)

#

They have no problem felling these. Despite the grapevines.

shell fiber
radiant heart
#

this supposed to work from under?

cloud flax
#

Yep... Atleast I have always used them like that

radiant heart
#

idk, since the down shaft doesn't light up...

ivory fractal
#

The last time I tried it (about 1-2 months ago) it didn't work. I had to connect the shaft from the side, then it worked.

devout obsidian
#

iirc i tried that too, no cigar

lucid flame
#

I'm having some issues finding a map to play that has brambles at the start. Is this a "glitch" that they aren't included or not all maps support brambles?

radiant arch
#

brambles replace regular birch, so they should be on many maps, but not garantueed sadly

#

florist can make them at a slow rate to work around some till tree nursery can plant them..

#

putting the kimchi maker right next to the library and setting library to hauler-priority can help keep usage low too

lucid flame
#

Sadly, the birch tress are birch trees on every maps I've selected sadly.

radiant arch
#

when playing whitepaws?

#

would you happen to have another mod that changes plants?

lucid flame
#

Yes, whitepaws. I pulled up a save game and it's fine, started a new game with the same map and the birch are not brambles. I'm going ot work through my mods list and see which one is causing this. Thanks for your help! I don't have a plant changing mod.

lucid flame
#

It's a mod, only playing with the needed mods and everything works.

livid zephyr
#

Was gonna be my suggestion after, gotta kinda vet additional mods 1 by 1 with WP. It doesn't like to play nice, to you, or other mods 😋

lucid flame
livid zephyr
#

yup, wb its best to start from scratch and rebuild from ground 0 for mods added in

shell fiber
spring heath
#

Hello, I haven’t been around in a while so pretty behind on both this chat and the updates! I’m about to start a new save and found that Goods Tracing, which worked for U7, is now causing a crash. Would be awesome if that could be remade compatible at some point but I’m aware you’re a busy guy and might need input from the GT creator, whose name escapes me 😅

radiant arch
#

just a drop of log messages from current version:

No localization for Good.OmniCure.DisplayName
No localization for Good.OmniCure.PluralDisplayName
No localization for Need.Rocket.DeathMessage
No localization for Lapantouflemagic.SevereInjury.DeathMessage
No localization for Good.Coal.DisplayName
No localization for Good.Coal.PluralDisplayName
No localization for Good.Grapes.PluralDisplayName
No localization for Good.Sensor.DisplayName
No localization for Good.Sensor.PluralDisplayName
Good group Logs has no goods
Good group Special has no goods
Good group Plan has no goods
#

(playing non-whitepaws faction here, so i guess that's what the last three are from?)

shell fiber
#

No sensors is an item I was planning to introduce but eventually did not introduce. Or do I thought 😅

shell fiber
spring heath
#

yeah game loads if I untick it, the mod adds two tabs to the settlement panel showing production and use of each good, helpful for checking where tf all those sunflower seeds are going and whether you did in fact unpause the medium mine for coal and not the small one, without trekking up and down the map looking at individual buildings :)

livid zephyr
sleek grove
#

Wanted to..report this I guess? I keep having to force kill beavers that get stuck pathing in to the pass through lodge, and i guess the normal lodge? Mainly the passthrough lodge

shell fiber
#

okay, that is weird

shell fiber
livid zephyr
sleek grove
#

I could get a list...somehow. I actually came here to post another issue

#

the platforms with scaffolding dont allow building connection. If thats supposed to be that way then nevermind 🙂

sleek grove
#

interior view of the passthrough if it helps

#

I love the faction. I just chose the absolute worst custom map to ever try them out for the first time. Wanted to say thank you! I still don't understand like half of it, but it's fun to learn and figure things out

sleek grove
livid zephyr
livid zephyr
#

just a nice view from some terraces 🙂

devout obsidian
shell fiber
# sleek grove

sorry for the slow response (i'm really rushing for the mod contest)
can you confirm that the building under the water pump entrance is a regular platform ? does that still happens without the "replatform" mod ? (btw i would assume this mod duplicates scaffolding items, so maybe not the best thing to use

shell fiber
#

because...why not ?

#

😊

livid zephyr
#

wonder why my primitive dam upgrade threw an error and got demolished when loading here?

shell fiber
#

does that happen every time ?

livid zephyr
#

only time ive loaded since it was placed

shell fiber
#

wait the fill valve had a low output ? damn if i had known that earlier 😓

livid zephyr
#

Tried a few different things. Kept doing it.

Removed pines, tried different houses to block, still did it.

shell fiber
#

can you try to build one dam and its upgrade in a different location see if that still happens ?

#

or do you have any weird mod enabled ?

livid zephyr
#

Got a few extra mods. Mostly just decorative stuff. Have a couple other dam upgrades and floodgate ones spread around and all those act fine

#

Will look into more later

radiant heart
#

Here is my weekly rant about we needing a liquid tank in between the medium and gargantuesk one, ty for listening 🤣

radiant heart
shell fiber
shell fiber
#

did some good progress today

radiant heart
radiant heart
shell fiber
radiant heart
wary panther
#

But I think it's a base-game corner case related to the changes #🤖mod-creators message (but not fixed by whatever was done for the rest)

livid zephyr
sleek grove
livid zephyr
#

Interesting that only having issues with that dam upgrade. All the sources are on bottom layer. Though I gotta dig stuff out to play with more stuff on that map. But the few aquifer pumps are playing nice so far at least.

I'll just dev fix it each load for now

shell fiber
shell fiber
shell fiber
radiant heart
#

like the storage goes from 250 to 80k, something like that, an in between would make sense i think

#

( and of course the wisual of the burried tank is just so cool

livid zephyr
#

so what to research next, trade w/ polar, ENS, Tree Nursery, or maybe industrial kitchen?

#

or maybe a couple more automation things. memory and resource counters seem like a nice add at this time too

#

have weather, depth, and contamination sensors already for those

livid zephyr
#

and just gonna avoid the dam upgrade issue by replacing it w/ some house to be there instead

cloud flax
#

Tree nursery... ENS is not particularly useful before nursery I believe

#

Need grapes for ENS research iirc

livid zephyr
#

you are correct

#

kinda figured ENS was a leap, but its not too far off either

#

Nursery unlocked. time to root out all the wild brambles here

livid zephyr
#

lumberjacks on lumberjacks

radiant heart
#

lumberception

livid zephyr
#

😛

#

better?

#

dont think i should ever have a bramble problem ever again

livid zephyr
shell fiber
# livid zephyr hmm....

On top of a paper mill ... Well that will be easy to check.
There's an of chance that can be done weird data loss but I don't think so. I'll look into it later today

livid zephyr
#

worked after putting on some platforms overhanging the paper mill and turning the door to face right vs how it is in teh pic

#

just did not wanna work fully over the mill at all

devout obsidian
radiant arch
#

same with kimchi early..

devout obsidian
#

Valve lodge should have 0.30 flow limit in the description now that's unavoidable. To make sure everyone knows the creators hate all compact means of flow regulation. Trying to divert badwater is always a hair pulling exercise.

livid zephyr
radiant heart
livid zephyr
#

watched them get stranded, then died before i could even do anything. problem solved haha

livid zephyr
livid zephyr
#

time for the fun of getting to my underground ruins...

#

only myself to blame... i made the map, i choose to play WB on said creation... still kicking myself lmao

cloud flax
#

Looks well filled!

livid zephyr
#

125x125 size only. it'll happen haha

#

but lots of different stuff all over for sure. and i purposefully put basically all of it down at the bottom of the map so it would be out of the way. not so much an issue with the regular factions... gonna be a little more involved here, which is par for the course i suppose

#

but goes to show how long ive been putting this off... have 4 monuments already... 6 gold bars used

sullen cape
livid zephyr
#

here's a cruel idea for those who want more tank storage. add a tank storage for the mines haha

livid zephyr
#

some ppl have been wanting some sort of bigger tank to store more water in. would be funny to accommodate them with a tank that takes up 1 of the mines few and precious slots

devout obsidian
#

what mine has slots? or you mean abyss? but for abyss there is a storage iirc (not playing rn)

#

but what about combining large mine and lido and water dump... 3 in 1 combo 🤣

livid zephyr
#

i keep knocking off the elderly... lol

livid zephyr
#

i have questions.... mostly how?!?... i wasnt doing anything anywhere near here for quite some time and noticed i had a stranded beaver, only for them to be here of all places...

radiant arch
#

what a sad place to end at..

shell fiber
#

as usual for those, hard to tell what's happening

livid zephyr
#

yeah i got nothing for ya there. like i said, was working of stuff half the map away and noticed the stranded beaver notification. thinking i got a silly beaver stuck behind something, clicked on it to see where, and it brought me over there

livid zephyr
shell fiber
#

@woeful sun did you have some sort of script that pulled all of the missing lockeys ? i'm pressing forward like a maniac and didn't write down more than a couple, and i'll have some trouble finding them all now 😭

#

(for my other faction)

woeful sun
#

Yes, timbertrees adds "untranslated" (to a best effort translation) when it can't find a lockey

shell fiber
#

could i ask you to exctract the whole list in a couple of days ?

woeful sun
#

You can ask, but you should be able to run the script yourself too. It's written in Python and available on my GitHub.

shell fiber
woeful sun
woeful sun
#

Whitepaws 6.3.4 seems to be missing translations for:

  • Coal good display name
  • Grapes good display name
  • BOTDistrictCrossing
  • WashingMashine billboard
  • Trade with the Emberpelts, Coal recipe is still called Insect Larvae
shell fiber
#

uploading a prototype for the FrostyWhiskers faction 🙂

#

although i should make a new thread 🤔

#

#1504959881822601416

#

here we go

livid zephyr
#

Fro s y

storm gulch
# shell fiber

You knew I was back from vacation and hungry for another beaver series

#

You absolute legend

#

But I'll give you the courtesy of the option to ask me not to make videos/streams on this if you don't think it's ready for that yet

shell fiber
#

I still have 5-6 days to polish it, so I think you can have a go at it once the deadline for the contest is over 🤔

#

But of course you can have fun crash testing it 😉

storm gulch
#

I'll hold off for a bit then

#

But I definitely want to give it a shot

shell fiber
devout obsidian
#

These 2 path pieces get removed as illegal when I load a save.

shell fiber
#

Only those two ? That's weird 🤔

devout obsidian
#

Yes

shell fiber
#

Can you share the list of your other mods ? The ones that are not dependencies 🤔

devout obsidian
shell fiber
#

But tbh I won't be able to fix anything until June 10 more or less

#

Unless it's critical

devout obsidian
#

On stable. It's not critical just have to reconnect the path on every load.

wary panther
#

is this the bottom of the map? what's the artist lodge built on top of, terrain or some other building?

devout obsidian
shell fiber
#

i have no idea what's happening to be honest

livid zephyr
#

sounds kinda like my dam issue a week or 2 ago

shell fiber
#

I've released a more payable version on mod.io and steam

#

Feel free to hack at it, please tell me if something is broken or really awkward

#

Oh right, can someone pull a list of all the missing text entries ? That would be a huge help 🙂
(Sorry I couldn't figure out how python works, I nearly knows what it is)

devout obsidian
#

No idea why they can't access the area on the left. Scavenged other area before without issues.

EDIT: Reload fixed that

devout obsidian
#

Also I still have this on startup, despite reinstall and updates. On Steam.

shell fiber
#

you can either use houseoptimize or commute balancer

shell fiber
shell fiber
scarlet pelican
#

@shell fiber With all the mods you've already made, how did you manage to make another one for the contest?! DamFT

woeful sun
#

I've pushed an update for timbertrees for Whitepaws 6.3.4

shell fiber
#

Well really i'm only taking good care if this one, the others are pretty low maintenance and I paused it all for one month 😅

nova crescent
nova crescent
#

It's configurable tubeway & zipline that is causing the issue.
Issue: birch not getting replaced with bramble.
Oaks not getting replaced with everblossom.

This was not happening 1 month back.
Will report to @ionic swift thread.

radiant arch
#

got a report that water sources like the abyss reactor or aquifer might ignore ModdableWeathers badtides.
current 1.5.19 update of my scriptpack should fix that.

please let me know if there's more issues with that

rare ferry
#

Odd question here, but is anyone else getting a slight stutter every few seconds on the whitepaws recently? Its not a FPS drop, just an actual game stutter like its recalculating something.

radiant arch
#

only had that with the commute optimising mod. but not played whitepaws in the last 4 weeks sadly

rare ferry
#

Well it did say that was a required mod now when I booted up my whitepaw colony. I had to add that in. Maybe that is whats causing it.

radiant arch
#

possible. depending on colony size. it's optional, but can be difficult to play without. can use either Commute Balancer or Housing Optimize which do it slightly differently and with different impact on performance

#

though, thinking about it, it might have become less required with ziplines available early on 🤔

rare ferry
#

Is it optional? I had a crash on game load when I tried to load the game without it, but I think I also had a corrupted texture pack at first as well. Maybe Ill go back and check it.

radiant arch
#

either of them is fully optional, yes

cloud flax
#

Ooooh another waterbeaver episode coming in hopefully soon it seems :D