#Pipes

657 messages · Page 1 of 1 (latest)

molten pewter
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Hello everybody!

I created a new mod for pipes in the game.
With then you can create a system connecting many blocks a like the power shaft. But to distribute water or by the map.
This takes up less space than an aqueduct and is easier to assemble. And also transfers water level between reservoir.

And yes, the first version is passive. but you can make any kind of combination. I make similar to power shaft, like many small differents blocks of pipe. You can make not only straight pipes, but also downstream and interactions and etc. and I already got a great new idea to install water pumps, maybe in the next versions.

If you found any bugs or want to share any ideas, that would be great!
Please take a look!
https://mod.io/g/timberborn/m/pipes

mod.io

With this mod, Iron Teeth will have a new pipe construction, which will allow for easy water handling from locations.

dusky cosmos
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I love that this system is modular. Water Extention's pipes are nice but sometimes difficult to use in some landscapes. This should do the trick, especially if we get pumps to work with it!

molten pewter
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Yes!!! what you say is exactly the main idea that made me start this mod.
Because many original things in the game are modular. And with that you can adapt your solution to a new map area.
And after that, I wasted an hour of my life addicted to creating this mod. DamFT

onyx pulsar
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Those look extremely well, though you may add faction-wise enforced wood ones for FT for example to make it even better

vast bough
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You are a legend!!! I still like Water Extension's unground pipes for irrigating a large farmland. But this is so cool for aesthetic builds.

vast bough
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Btw, can we get this set up with a sub tab using More Groups. Not sure if that’s something you need to do or that has to be done in MG.

dense kiln
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Nice mod. A quick question, is the need really necessary? ThinkingFT

white sundial
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I'm not really sure how it's different than a canal other than it just looks really cool

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Because I don't think water goes up unless the connecting water is at that level just like a base game mechanic but in a smaller package

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The flow might be higher so that might be nice

rancid pelican
dense kiln
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The mod is not really an issue. It's just the NeedSpecifications that makes me go ThinkingFT ThinkingIT

tacit spire
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YA, basic needs is too much for pipes. At least, they don't die if lack of pipes 🤫

vast bough
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It should be under Aesthetics and only be one bonus not 8, like how Dam Decoration handles the Beautiful Dam bonus.

jagged delta
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doing some testing - small problem with a pipe leak - looks like one of the up/down turn pipes is leaking and not transferring sideways to the exit - just a test setup to see how much cms can flow, but came across this leak

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alternate layout has no leaks but for some reason no water is comeing out of the end now DamFT

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deleted X piece and still no flow, and not leaking now 🤔 - hmmm maybe because the output from the badwater sources are full (no flow) it's reading the flow at the levee pipe piece as 0 cms and output is based on that? not sure how the logic for the flow works

lusty hound
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Thought about the needspecification
why not add

 "HideWhenInactive": true,

this way its hidden until the need is filled 😉

lusty hound
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is the need even filled?

molten pewter
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Hi @jagged delta .There were a lot of issues with deleting stuff and vertical block leaks every time. But I fixed it yesterday late in the day. Now they're going to recreate the pipe network on deletion. The working version is 1.2.5.0 and it's present on Steam and Mod.io.
@lusty hound , are you talking about the highlighting when you select a block in the game? I will do that in some next version. Maybe highlight the network connected to the selection?

lusty hound
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@molten pewter Im talking about the need for beavers:
#🚀mod-users message

Needs are offen attraction or decorations and if you do not fill them with your buildings the needspecification may be hidden if you use it in code or removed (also faction spec) if not used

jagged delta
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Thanks @molten pewter. Tried new version, seems to work better. The three badwater sources are pushing through 9cm but it seems like the maximum output from the pipes is 3.3cms. That's good enough to fill reserviors etc if used that way - the only real issue remaining is the way the water wobbles and sometimes can flood when being 'teleported' through the pipe, unsettles the water at each end of the pipe. Is that a factor of the new water physics?

acoustic ingot
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Glad someone made this 🙂

lusty hound
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Time for collaboration? To add more?

acoustic ingot
unborn falcon
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why are these well being

dense kiln
pine sleet
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idea: lift station. basically like a powered liquid pump but it connects to a pipe network

ocean rock
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ah, forgot to add .optional to their names, you'll have to add it

unborn falcon
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these pipes are very finicky

ocean rock
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well I'll find out soon enough, probably on friday unless I find time to play sooner

unborn falcon
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not your modified ones

ocean rock
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I've not modified any pipes though?

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btw something crashed my game when I looked at it (not kidding), I think it was a straight pipe. Not sure if it was the pipe itself though as TB would normally catch the errors involved when the mouse merely hovers over the tooltip. On this occasion it didn't give the error report and just shut right down on me as though I'd pressed alt+f4

dusk drum
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Why is this mod tagged as Unofficial pipeline on mod.io? Doesn't it use the standard mod framework from update 6?

winged grail
dusk drum
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If you want something similar look at the Water Extension mod,

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it has parts to build aqueducts,

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so visually very different, but also works as a liquid transport

ocean rock
winged grail
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Sure... but I usually just uninstall mods to keep my mods folder clean and check the mod.io website for updated mods.

pine sleet
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think this mod could use some updates. hope the mod author keeps working on it

pine sleet
lusty hound
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🙂 nice

molten pewter
pine sleet
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yay!

molten pewter
molten pewter
molten pewter
dusk drum
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here's the original mention of the tag: #🤖mod-creators message

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here's another useful msg: #🚀mod-users message

molten pewter
# jagged delta Thanks <@568618877706305752>. Tried new version, seems to work better. The three...

I have good news and bad news hehehehe. The new version one pipe can handle only 1cms at max.
Because after several changes to fix bugs, the pipe handles too much water on its own and breaks the game. And have particles of water animated by the volume and quality of the water. To try avoi the feel about teleporting.
And I added particles of water animated by the volume and quality of the water. To try avoid the feel about teleporting.

dusk drum
molten pewter
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Sorry about that I really don't know.
The first impression I had was about some kind of official build pipeline.

dusk drum
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If it's built with Unity using scripts from the mechanistry timberborn-modding repo (and loaded via Steam Workshop or by adding to the Documents\Timberborn\Mods folder), then I'd say 100% it's using the official pipeline

molten pewter
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Thank you I changed It.

molten pewter
dense kiln
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Hey @molten pewter, I notice that you keep removing the previous versions of your mod. It is not necessary to do that and it will be a big help for other users to be able to roll back if there are issues with the current/latest versions of the mod.

vast bough
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Apparently I have a problem. The water source is higher than the pools that i'm trying to fill.

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I switched it to a source at the same level and it works but I'm not sure I like having it set up like that

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Would it be possible to get a sluice end so the flow can be stopped when it hits a certain water height.

rancid pelican
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why not just place a floodgate and let the excess water go off the map?

pine sleet
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tho you could always just build a box out of levees with a sluice opening

lusty hound
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even if just water level it would be powerfull ThinkingIT

pine sleet
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the pipes mod does have a pipe thru levee piece so you could build a containment room with a sluice as the entrance/exit

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but also a valve would be cool

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so idk

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the one thing i want more is a lift station that's basically just a mechanical pump but the outlet goes to a pipe (any direction off the exit piece)

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idk how that would look tho tbh. i guess just having a pipe coming off it that you could connect to would be easier to make lol

vast bough
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I ended up changing the water source to the L shaped section at the base of the taller damn on the left edge and raising the walls of the irrigation stations by 1. that put them at the same height and allowed me to keep the line where I wanted it.

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Though it would still be nice to have the sluice end.

urban summit
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Had a bit of fun by adding the fountains to my Greedy Builder Apartment, thanks to your pipes! I've been trying to figure out how to do that for months! And will definitely make my inside pool areas easier to build when I get around to my giant Luxury Apartment tower. Thank you for doing a mod I've been wanting!

molten pewter
# urban summit Had a bit of fun by adding the fountains to my Greedy Builder Apartment, thanks ...

I'm glad you liked it. This is taking me a lot of time. And having positive feedback encourages me to continue.

The next update will add a lot more stuff. Bug fixes and stability. But it will probably be the last one. I really loved making this mod. It's an addictive thing for me hehehe.

As for how I made it, I studied and merged some original ideas from the game. I used the concept of power nodes to create modular connectable nodes. Manual water pump to get the water manipulator. And the particle system of the mechanical water pump.

white sundial
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Teaser please 👉 🥺👈

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That didn't turn out like I imagined but you get the point

pine sleet
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this mod is pretty handy for when you have a weird water source on a hill in the middle of your main district

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can put a box over the source and have a sluice to let water out and then a pipe network to route the badwater to where you need it

dusk drum
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I just realised this mod reminds me of Hydroneer 🙂

pine sleet
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used pipes in my current save to create a drain for badtides

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impossible to see but i have a watertight chamber with two higher sluices that let the water out the front and back of the mountain and then a lower sluice that drains it into the pipes off the side

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the levees are just for decoration lol

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this mod makes mountain sources a lot less of a headache to deal with

lusty hound
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Support for this mod and group the pipes added in More group 🙂

pine sleet
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yippee!!

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thank you knatte

molten pewter
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A new version 1.5.0.0 has been deployed.
The pipes now work with water pressure and there are also two new blocks.

  • Valve that prevents water from being released when submerged. Which allows you to control how much water you want to irrigate a region.
  • Water pump that depends on power. Which allows you to move water to levels above the water.
    In addition there are fix to a series of bugs that had already been reported to me.
    Everyone please if have any issues contact me.
    I should no longer make improvements. But ** I will continue to make bug fixes.**
pine sleet
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yay!!

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is there a vertical pipe through levee btw

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would be useful as a drain

molten pewter
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like a T shape but vertical?

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sorry I misunderstand.

lusty hound
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pipe going up trought a levee i think he meant like in a sink in bathroom 😛

molten pewter
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Now I understand what you mean about being compatible with levee?
The problem with levee is that I had difficulty finding a clean way to access the configuration of a levee dynamically. Without having to consult and make calculations on It anytime. Using only the original resources of the game has some limitations.

pine sleet
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oh just like, a down pipe but in a levee

molten pewter
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ow

pine sleet
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there is a pipe through levee in game but i think it is a horizontal one only

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i guess it's more for aesthetics to have a vertical pipe through levee because water probaly just goes through the vertical one anyway lol

molten pewter
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Nah. I'm happy with the current result of the mod.
The idea of ​​the modular is you use It in the way you believe is good for you.
I don't think make that change is interesting.

pine sleet
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ye

lusty hound
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also if you build using latest dev builder you can Specify what version its for say 0.6 so when you later release for 0.7 it will create a seperate folder for that and the game will only load the mod version thats relevant

this does so files marked in red will be moved/created in a new subfolder called version-0.6
when its switched to be able to use multiple versions Thumbnail.jpg has to move in unity to mods/Pipe/Root

this also means old version files will not be touched when you work on 0.7 so latest version on steam and mod.io can support both stable and experimental

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example how now my Staircase looks:

molten pewter
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thank you @lusty hound I will look that.

lusty hound
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no hurry if the info is here you have it when its time 😉

pine sleet
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can't wait to see the new things when i get home

drowsy oar
ocean rock
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uh, folktail variant please. The whole design motto of greedy builders is if it has no difference in functionality then the folktail aesthetic gets priority. I chose that because I like the wooden and straw aesthetics over metal

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I'm about to make a json myself along that line but as I'm not the pipes author I can't upload it directly 😐

drowsy oar
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IDK, I kinda liked the subtle bluer tone the IT pipes have. Looks more pipe-y.

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And the pipes don't even have straw on them!

ocean rock
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Personally I think they should have a stone look, as for the straw, farmhouses do. My point there was for general aesthetics, not that the pipes in particular used straw

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besides there's nothing to say you can't make you own mod that overrides the defaults

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just make sure your mod loads after the pipes

drowsy oar
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Hmm... if only there was a straightforward way to easily toggle between the two. Besides paste a new JSON file every time this mod updates.

lusty hound
drowsy oar
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Doesn't the wood portion of the pipes look identical between the two factions?

ocean rock
ocean rock
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just keeps things in sync

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and also keeps things from looking like a mess texture wise

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even I have my own custom mod that overrides some stuff, I called it "GreedySpecs" 😄

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beefs up the plank production to 5 per log and changes the gears to 10 per log instead of 1 per plank

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I'm also about to try unhiding the high powered shaft because I still find that useful occasionally

lusty hound
ocean rock
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yeah already got a couple of json along that line, skipping devmode param for now because I think that just triggers the "dev mode" in the icon, I don't think it locks it behind dev mode

lusty hound
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know that its important that its exact right name check prefabgroup for lower/upper case letters. i use the same thing to hide mod buildings when more groups is not installed example pillars

molten pewter
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sorry @ocean rock I forgot you asked me this.
@drowsy oar in this new update you have this innocent little json.
(why does this phrase look like about a virus? 🤣 )

drowsy oar
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Thank you!

tacit spire
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Crazy irrigation system 🤣

pine sleet
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its a very nice mod 🙂

white sundial
tacit spire
white sundial
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I got to get dirt mod then

tacit spire
pine sleet
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there is a stone wall block??

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why are there so many mods hidden in other mods

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aquacadre has climbing polls and now dirt has stone walls??

tacit spire
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Just not enough space on the bottom bar for all items, so must be used also the More Group mod.

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and, you can also build slopes ....

pine sleet
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i c

pine sleet
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i know you said you aren't doing more features lol

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but I do think it would be interesting if there was a piece that could be used to supply a production building with water

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idk how many production buildings actually consume water rn tho

molten pewter
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@pine sleet
Some people have asked me this too (direct pipe to the building) I think is technically possible.
But in some conversations here on discord. Some disagreed about putting water directly into the barrels.
Because the beaver probably treats the raw water to be consumable in the original buildings.

pine sleet
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that's true

ocean rock
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just make a powered building like the irrigation towers or the engines that need workers to fill it with some fuel on a regular basis for it to work. Then assign it a recipe that takes no products, consume the fuel and outputs water.

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also make it require water on the bottom layer then it will seem like it's consuming river water when it's not

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you can just fix the consuming river water part later

frozen garnet
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Just a question here, and its possibly already covered, or maybe Im interpreting something wrong, but does putting a pipe at the edge of the map decrease flow? The reason I ask is if I set the box with pipe next to the edge of the map It wont drain 6 water sources with , but if I move it back one, it drains them without issue. Never overflows that one single block either.

molten pewter
# frozen garnet Just a question here, and its possibly already covered, or maybe Im interpreting...

I think the pipe in the corner will fail or be identified as disabled.
because the Mod use native services like block service (to search and identify blocks) and water service (to check for water stats and increase and decrease).
I remember testing it in the past and it didn't work. Probably the services just ignore you from rendering things outside the edges. And as a result the pipe system identifies it as a disabled pipe gate.
The water service is a huge challenge to deal with without breaking the game. This service has some limitations and I tried to work around some of the issues, but every attempt would sometimes cause the game to break. And to avoid making players unhappy I had to restart the game every time. I chose to just use exactly what the service gave me and stopped to try to work around the service's limitations.

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Another thing I saw when I was studying water services and trying to work around the problems my mod created in the past. is that each water entry point needs to be blocked off by a part of the building to ensure that the space is protected to handle water there. But if I do that on the pipes, it will look very ugly for the pipe design.
You can see this in the original constructions like the sluice and water pump. They have specific blocked spaces so that the water source is created dynamically.

frozen garnet
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Thanks for the info! I kinda thought that might be the case, and its not a huge deal to work around, just wanted to make sure I wasnt doing something wrong. Great Mod too!

jagged vortex
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@molten pewter i put in a system that when closed up, will pump out bad water even if there is no bad water present. basically i have a tiered water tower with sluice gates. when contamination above 1% the clean water sluices close to shunt the bad water where i want it to go. when contamination is below 1% the bad water sluices close and the clean ones open. when testing, the gap between the sluice and the box pipe is always bad water, even when the water entering the sluice is clean water

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further testing, i deleted a sluice in the system and the pipe is clean water one side and spitting out bad water. its like the block before the "box with pipe" is converting the clean water to bad water

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heres a shot of it full of clean water, day 5 of a good tide

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added the "box with pipe" back into the system

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set to Open but paused

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now its open with clean water behind sluice, bad water after and out the pipe

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deleted the right sluice

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and now the box pipe pumps bad water out with or without a sluice present

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and its not a graphical glitch, the ground below is tainted and beavers that walk through it get contaminated. not sure whats going on

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@tacit spire I see you've used this, any suggestions?

jagged vortex
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more trouble shooting, thought it might be because i didnt have pipes attached. still clean to bad water before the box pipe and then badwater out the pipe

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oddly enough, no "box with pipe" the pipes will take in some good water and transfer it through the pipe system

jagged vortex
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more more troubleshooting. tested a new separate water source. started during a good water cycle. was pumping good water the entire time, it switched to pumping bad water during a bad tide. then the clean water came back and it stays bad water. stream gauge to show contamination. and its been running long enough to flush out all the bad water if that was the problem

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figured it out, it doesnt like being a pressurized system. i removed the impermeable barriers lining the top of the channel and it started immediately pumping out good water

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i put levees on top, back to badwater, delete the levees back to good water. seems it doesnt like the closed system

pine sleet
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huh

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I'll keep that in mind

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I have a closed system but the pipe only brings the badwater to where badwater already is

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so I haven't noticed it

jagged vortex
jagged vortex
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New update. If it's one block closed system it'll do it. I stacked another layer and closed it. The water was one block deep with a 1 block 'air gap' and it worked fine

carmine tundra
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Heya so I was watching a twitch stream that used this mod and found a reproducible crash when trying to separate clean and dirty water. Got the log files for it if it helps:

balmy torrent
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It crashes when he sets that Sluice Gate to block water above a contamination level, so it's blocking the pipe.

molten pewter
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Hello.
Sorry Guys it is not possible to connect the pipes directly with "leave" or "lever" will not work. Is a known bug and I don't find a good way to handle It. I added this observation in the description but maybe I need to make it more clear.
Actually it is necessary to actually have an empty block in the pipe's entrance. You can create a box of water using an Impermeable Floor in the top to avoid overflow. It's because you can't add or remove water inside another building block without creating an unexpected error.

molten pewter
pine sleet
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would it be possible to add a condition to the pipe to check to see if it's blocked and pop up an error icon over the blocked section?

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that way it at least won't crash when it's connected to a solid

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not sure how the system works for that in the code tho

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maybe you could reuse the blocked connection code from the power shafts?

molten pewter
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like the icons of feedback already exist in the game?
when you forgot of connect some powers our beavers paths.

pine sleet
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yea

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at least something as a placeholder to tell the player that they can't block a pipe with a solid building

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so it doesn't crash but it gives them a hint that it won't work if they do it

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maybe include a bit in the mod description to make it clear that you need to use a pipe valve and not a sluice to let water out like that

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or at least that you need to make a box out of levees and impermeable floor to connect a sluice to a pipe

molten pewter
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Thank you. I will think about It.

tacit spire
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But, you don't need code for that. Just set the occupation for that empty block to be air.

jagged vortex
tacit spire
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No, just a quick way to solve the issue.

lusty hound
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you can set that a block has to have air below a specific hex and set what a hex occupy and the model do not have to include that hex but its a good praxis to help the users understand that its used

jagged vortex
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Ok. All the trouble shooting i did seemed to only replicate the error in a 1x1 block closed system (pressurized). Once the system is open or closed with at least a 1 block airgap above it works as intended

carmine tundra
molten pewter
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I'm working in new update this weekend.
@pine sleet the next will have icons of blocked pipe notification
@balmy torrent now you will have a clear notification of blocked pipe and sluices will bock pipes too.
@jagged vortex and resolve the contamination problem and now will can put pipe in the end of the map.

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@tacit spire
I understand the idea of ​​the air block seems good.
But maybe It is blocked to add another pipe in the position of this air?

jagged vortex
pine sleet
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Thank you so much for putting the time for bugfixes 🙂

molten pewter
jagged vortex
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Wow you're quick with the fix

frozen garnet
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So I happen to have a use case for the sluice next to a box with pipe where Im piping the bad water right off the map, but with the new icons it thinks its blocked. It shouldnt be as the sluice open side is facing the pipe correctly.

molten pewter
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the sluice occupies two coordinates.
there is not much model in the second spaces.
but It is still occupied by Sluice.

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@frozen garnet do you had some problem about contamination water in the new update?

lusty hound
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would be cool if you could just check if its input was blocked from water entering (water obsticle true or false)

molten pewter
molten pewter
# lusty hound would be cool if you could just check if its input was blocked from water enteri...

yes, but that's the initial problem that made me think about the new mod using Harmony.
the problem is that you can't determine where is the coordinate about "WaterObstacle".
because all the coordinates about it in the original source are private or internal class.
I can only know If there is a building and If it has any "WaterObstacle", I don't know where it is placed.
And most cases of breaking game is trying handle water in a space that is impossible. But you only now after break It rip Crash

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and my mod don't use TimberAPI or Harmony yet.
I don't have much information from the game without better access from the source.
I'm tring to understand how put Harmony in the mod and asking for help.
but most of the people I asked either never used Harmony or only use TimberAPI .
I'll keep trying HappyFT

frozen garnet
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@molten pewter Do you mean the edge of the map problem? I moved the exit back a block but I can check a bit later and let you know if you fixed that. Or do you mean problems with the contaminated water being transported though pipes? Because I havent had any problem with that recently, but again I can check if you would like and let you know.

molten pewter
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before the last update I receive blaming about some times. the pipe work as a filter or a polluter randomly. enter cleaner and go out contaminated water.
don't need check It but if found anything please don't hesitate to tell me.

molten pewter
jagged vortex
dusk drum
molten pewter
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Thanks @dusk drum for the help!
But I just studied TimberAPI today and now I just learned how to use It.

molten pewter
jagged vortex
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Will do. May be a day or 2 but I'll dm you some screenshots

molten pewter
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thanks! @jagged vortex no rush

verbal path
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Hi @molten pewter I've just ran into the Badwater when under pressure bug

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Here is a screenshot of the pipe layout

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the output when un-pressurized

verbal path
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Output under pressure

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Details:
I've got a capped water source under pressure but at the start I have a sluice gate acting as a one way valve
Once I remove the gate the pressure feeds back along the aqueduct (you can see the wave arrive in vid) as soon as the backlogged pressure hits the pipe block the water output turns to bad water

jagged vortex
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This is what's happening to me to a degree. I tried showing in pictures since I'm not tech savvy for video

molten pewter
# verbal path Hi <@568618877706305752> I've just ran into the Badwater when under pressure bug

Thanks @verbal path this video will help me a lot! and maaaan that a huuuuuuge system!!!
I really don't get what you change to make the bad water appears. Is like random delete and build something in another area and the system got crazy? Maybe is something else in the changing detector.
I will try to recreate similar layout and debug It I will need some time to build and test It

verbal path
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Its when trying to output to a space that has pressurized water in it already

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The sluice gate I deleted in my vid was preventing the pressure from teh capped water source from flowing back to the pipe

molten pewter
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maybe before you delete the water is stuck and don't moving too much.
but still bugged and not too visible the bad water.

verbal path
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once I deleted it the extra water ran back along the aqueduct

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yeah it was running ok when filling up the space

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I was hoping I could use the pipe pump to force water into it

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let me see if I can reproduce it in a smaller setup to show you better

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I've been messing with it for a few hours this morning so it is fresh in my head 😉

molten pewter
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great!

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If you want control the water level for some region you can use the valve too.
and the output don't need to be pressurized.
is pipe of only out water with limited level for the half of the tile.

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when I have a fix I notify you.

verbal path
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I was hoping to be able to use pipe pumps in my backup reservoir and have them keep pressure in my aqueduct during dry/badwater seasons

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I'm trying to distribute clean water underground but once my water source dies during an off season I lose all pressure needed to push water up to the surface

molten pewter
#

I tried remake the part of the map. But I don't make the bad water.
I saw you use a lot of mods, maybe is a conflict?
Or I miss something.

verbal path
#

I'm able to reproduce the issue with this setup

#

lemme drop my resolution quick and I'll grab another vid

#

yeah I'm currently loading 46 Mods on that save so far haven't seen any conflicts and that setup wasn't interacting directly with any blocks from another mod

#

I cut out the rest of the system and was able to reproduce it with a single Closed sluice

#

it didn't seem to work on a shorter covered section though so maybe length/size of the space being filled has something to do with it

molten pewter
#

great I missed some part. I will try now like the second video

verbal path
#

it looks like it changes to badwater as soon as the segment fills up

molten pewter
#

I changed the map and tried in same season and block as you do.
But nothing happened. In your videos is instantaneous.
That's mods you use, have some that change water in any way?

verbal path
#

OH! Free Flow maybe

#

I'll load back in in a bit to see if it does it without that mod

molten pewter
#

Only thing I saw here is in pressure. the original water system from the game. delete water on try move to a full place.
Can you share some mod names you used. That you suppose it has a direct relationship with the game's water?

#

this?

molten pewter
#

ok I will try now with that

verbal path
#

that second one is mainly new blocks related to water but none of those were in use in eitehr case Free Flow is more likely as it changes the way water flows in some cases

molten pewter
#

when install the water extension I receive this other mods.
I made a video and I will attach here.

verbal path
#

most of those are required by the water ext mod

#

I don't have the last one installed though, Its an optional add-on only

#

were you able to reproduce with only free flow?

molten pewter
#

I tried with only free flow and add water ext.
nothing happened ShrugIT

verbal path
#

hmmm

#

ok I guess I'

#

ll start up a test map and see if I can reproduce with less mods

#

I'll let you know if/when I find the mod that is involved

molten pewter
#

ok and Thank you very much for the help!

verbal path
#

happy to help!

molten pewter
#

Taking advantage.
What did you think of the new mod idea for underwater bases?

verbal path
#

haven't seen that idea or mod yet

#

it would allow access/usage of flooded buildings?

#

or have new buildings that work underwater?

molten pewter
verbal path
#

nice! I can see some potential uses for this 🙂

#

might be cooler if the protection just disappears when the power is cut and the water all comes in at once instead of reversing the way it cleared out

molten pewter
#

If lost some energy will still running or recovery If got energy back.
but If got in danger low power the water will collapse in one big wave. rip
this video is older actually have less lags.

verbal path
#

That sounds GREAT! 😂

molten pewter
#

yeeeee the beavers will trembling with fear

#

but I testing if you can cover all with water in be a submerged base.
because the beavers can swigh by the paths normaly.

verbal path
#

that would also be pretty cool 😄

molten pewter
#

the only thing I still don't like so much is the model I made

verbal path
#

doesn't look that bad

#

reminds me of something I've seen in the past

#

from a movie or game or something

#

question for Pipes

#

what's the max flow through pipes?

#

if I add more pumps to a single pipe will I get better throughput? or is there a limit?

molten pewter
#

yes each pump handle at max of 0.4 cms

#

one water source give 1 cms

#

and the normal pipe has limit of 0.8 cms

verbal path
#

so 2 pumps per pipe then?

molten pewter
#

with two pumps you take the limit of one pipe.
but you can put more and more pipes

verbal path
#

ah so multiple outputs?

molten pewter
#

yes

verbal path
#

the pipes themselves can carry more but each output is limited to .8

molten pewter
#

I've tried increasing this in numbrs in the past.
but every time I try I crash the game.

verbal path
#

drat

#

but

molten pewter
#

can carry more water. in fact is expected bug.
because I don't created a full pipe system.
I don't calculate each small piece of pipe like you see in amazing game like Factorio.

verbal path
#

They changed that in the last update

molten pewter
#

the "cms" limitations is applied in the entry and exit.

verbal path
#

so a single pipe could carry say 50 pumps and 25 outputs?

molten pewter
#

infinitely

verbal path
#

Muwahahaha

molten pewter
#

sorry about that

verbal path
#

no no, I can work with that

molten pewter
#

hehehehe is too complex create a real graph of pipe.

molten pewter
verbal path
#

and sounds a lot easier than my triple level underground sewer has been so far

#

My end goal in any game is to max out and push the engine to its limit 😛

molten pewter
# molten pewter infinitely

visually is like cheating but to resolve this I need study Physics and has a Fan mod developer think is too much.

verbal path
#

I hear you there

#

one last question

#

if the output area is full the pumps just stop right?

#

they won't over pressure like when you cap off a water source eh?

molten pewter
#

if the pressure made by the pump is lower than the exit It will stop. But in your example map that never happend. I thing is near to the tile 7.

verbal path
#

yeah it looked like it switches to badwater when full on my map

#

but almost keeps running

molten pewter
#

I debugged here I think the water is deleting in this condition. because the game can't say some region is filled. and the pump continue moving water for the exit but the new location simple ignore It. This is in the core of the code of the game I think.

verbal path
#

well my planned design did work during that first drought, I only hit the bug when I didin't turn off my pumps at the start of the wet season

molten pewter
#

yes will work but maybe use more water than needed.
because the game is deleting water in that condition

verbal path
#

my hope was to have the source overflow into the reservoir during the wet season then have the pumps refill into the sewer during dry/bad seasons

#

to keep my fields irrigated forever

molten pewter
#

Have you tried using the valve? It is automatic and no need power.

verbal path
#

thatis my next testing out

molten pewter
#

you can pu the valv in any level

verbal path
#

but most of my irrigation tunnels are also under pressure

molten pewter
#

when the water touch the wood in the valve will stop.
but don't had animation for this.

verbal path
#

not sure how I could get the valve into the channels without leaving an opening

#

unless you feel like adding a pipe with block vertical option

molten pewter
#

but the pressure is for raising for another levels?

verbal path
#

that was the plan

molten pewter
#

hummm

verbal path
#

just the first field I tried it on is at level 7 so it doesn't have to go up much

molten pewter
#

you need pressure you are right

verbal path
#

but I have all my outputs set to close above a certain output level so when that isn't there the channels are under pressure

#

so I can't leave an opening to run a pipe in from the top for that valve

molten pewter
#

or you put another dam more height with water by pump. and leave the gravity help you.

verbal path
#

I'm hoping to keep my channels as 1x1

molten pewter
#

maybe use less power and don't delete water

verbal path
#

that first sewer line had 3 levels on it

#

bad water, good water to reservoir, good water to fields

molten pewter
#

sounds great

verbal path
#

I guess I could add a refill spot with a deeper channel

#

BUT!

#

if I can use a single pipeline to irrigate my entire map then I can integrate that into my train bridges 😄

#

but first things first

#

time to re-launch the game some 40 or 50 times in a row to find what mod is causing this bug

molten pewter
#

hehehe no hurry

jagged vortex
#

glad you guys are troubleshooting this. i have lots of mods and not sure which if any could be causing the issue. its definately only when the system is sealed/pressurized that i see the error. if i build it with enough too to have an air gap it wont cause the water to swap to bad water

verbal path
#

I can't fathom what else it could be

#

3 other mods even loosely related to water on my list are Flood Season (replaces badwater season with flood season on a 40% chance, triples water output of all sources good and bad for the season)

#

Pump extender (confgurable max depth for vanilla water pumps)

#

and Extended Floodgates

#

simple floodgate triggers but that only adds options for flood gates to open/close on season changes

molten pewter
#

If I have the corretly mod setup here to debug I can found the mod origin of the bug.

verbal path
#

ok it isn't one of those 3

#

kinda fun watching parts of my settlement disappear as I load in with fewer and fewer mods each time 😛

verbal path
#

at least the load times are going down as more and more mods get removed

verbal path
#

ok at long last

#

it is either the map or this

#

oh its a mod.io mod gimme a sec

#

but I can't confirm which cause I can't load this map without the mod

#

this is the map

#

ok it isn't happening on a new vanilla map with the mod loaded

#

let me check my other oversized map

#

yep it is happening on my other oversized world

#

hmmm

#

Oh!

#

ok it isn't happening on the original ribbon map in a fresh game

#

I had edited the map first to jack up the max height

#

it IS happening on the stock basin map as I didn't tweak that one

#

I can send you my version of the ribbon map if you want

#

or just edit it with the quad mod loaded and build a pillar to max 64 height then save and start a new game on it

#

ok that's enough troubleshooting for me tonight

#

time to re-check all my mods and get back to my saved game

#

@jagged vortex are you using the Quad bounds mod with a tall map when you see this bug?

jagged vortex
verbal path
#

Now that I'm considering pipes for distribution, here are a few prototype utilities bridges

verbal path
pine sleet
#

oh wow

jagged vortex
verbal path
#

Question: does the max depth 6 on the pipe pump mean it will only push water up 6 blocks in the pipe? or is it "max 6 deep under water"?

jagged vortex
#

going to try some testing. i'll get you a full mod list (i use alot)

jagged vortex
#

ok, this is testing new map. zero mods except for the 2 mods to make pipes work and i can recreate the problem

#

single wide channel, 1 water source, capped the source to create a "pressurized" system down stream

#

start of a bad tide

#

the sluice is open

#

back to good tide. the one block before the pipe does not clean out and it continue to pump out bad water at 97% contamination per the stream gauge

#

drought start

#

drought end

#

looks like its clearing the bad water (note the blue discharge)

#

then goes right back to bad water (during a good tide)

#

deleted all the insides, no pressure, no sluice

#

clean water again

#

drought below the pipe level clean water, no out put (makes sense)

#

good tide starts, back to pumping clean water

#

bad tide start

#

shoots out bad water

#

good tide starts again

#

and the system clears out through the pipe

#

so the only difference seems to be pressurized with a sluice

#

sorry for all the pics

remote merlin
#

Could this also be a bug with the sluices themselves? Theoretically, no bad water should flow out of that channel, but it does...

jagged vortex
remote merlin
verbal path
jagged vortex
remote merlin
molten pewter
molten pewter
molten pewter
verbal path
#

but the pipes passively intake water as well, so I would only need the pumps if I'm trying tp push water up correct?

#

This setup is working so far without pumps

molten pewter
verbal path
#

but as long as I'm not trying to raise the pipes up it is working

jagged vortex
verbal path
#

my original design had the intakes at only 6 deep to use pumps but when I realized the pipe fill without pumps I just ran the output through my wall instead of up and over

molten pewter
#

I don't know I do the best way to explain this.
but the actual version of pipes, calculate "simplified" pressure of water.
The pump needs to be at a height of 6 tiles, below (push) or above (pull) water.
but the water pressure is considered too, if the water pillar in the exit is higher than 1 tile, (from the reference of the exit) will stop.
but you in an old yours print. you managed to trick this, putting a metal block in the level 7. It will continuously pump water because it can't calcule the real pressure of the water body.
explaining this thing in the game is too complex. The original pump of the game is infinitely better than mine, they choose simplicity to avoid confusions I think.

verbal path
#

I get it

#

but I'm not trying tp push the water up at all I just have 2 pipe with block running it through my wall

#

I'm getting 0.5 cms out on a single pipe on the output side

molten pewter
verbal path
#

so as long as that output pip only goes down it should work as far as I can tell

#

I figure I'll need to redesign if I need to push water up at any time

molten pewter
#

the water is coming from the side with height pillar of water. right?

verbal path
#

yes it flows left to right in that shot

#

map height of the pipe is 14 or 15

#

heigh of my reservoir is 30

molten pewter
#

yes the pressure that will make the flow

verbal path
#

so the intake pipe is approx 8 or 9 blocks under water and is so far intaking ok

#

but only so long as I don't try to route my pipes higher than 14 or 15

#

that's my test line

#

my full line will be at map height 19-20 to match up with my utilities bridge

#

and should be the highest point in my system

molten pewter
#

if the entrance is height than the exit It will flow and the pressure is to the exit. It will flow.
sorry If I don't get the point.

verbal path
#

excellent

#

yeah when I realized pressure will fill the pipes I opted to put them lower in my reservoir without pumps to give me extra capacity during droughts

#

so my pipe is height 15 with the output pool at height 11

#

(that extra pipe end isn't connected yet)

#

I'm figuring on 6-8 output pools to irrigate my plateau with this or similar design

#

then for the other end of my map I'm running 2 pipes along my train bridge at height 19

#

with the inputs at 20 with a depth of 9 on the inputs

#

(The pipe blocked warning is cause I've got a levee blocking the other end of the pipes where my bridge is incomplete)

molten pewter
#

@verbal path you have a loot of water there!

verbal path
#

once I get my irrigation system done I'll start tweaking the season settings in my save game to see just how long a drought I can last 🙂

#

28.5 blocks deep, I haven't calculated how much water it comes out to

#

let me know once your new mod is ready for release and I'll build a settlement at the bottom of my reservoir 😛

molten pewter
#

It will be sad if allllll that water got frozen by winter season

verbal path
#

I'd LOVE to see a winter season added

molten pewter
verbal path
#

so far I'm really enjoying the Flood season mod

#

it too a single 10 day flood to fill that reservoir 🙂

#

(3 times water flow)

molten pewter
#

I'm thinking about a new season

verbal path
#

a winter season where each day 1 deeper block of water freezes

#

gotta manage your reservoirs accordingly

molten pewter
#

but first I need test a code to make sure it is viable

verbal path
#

if you need a working season mod to compare to look up Flood season on Mod.io

molten pewter
#

maybe the drought have a chance to be a strong winter

verbal path
#

it gives a 40% chance to replace badtide with flood instead

verbal path
molten pewter
#

hummm

verbal path
#

I wonder if they are planning on adding weather

#

having to deal with torrential rains would be interesting

#

need to manage drainage on top of irrigation

molten pewter
#

the problem with rain is does not exist similar.
It needs to be made from scratch

verbal path
#

yep I don't figure a mod could do that

#

they would need to add the weather mechanics to the base game first

molten pewter
#

you need make everything from zero.
like the first person mod guy made.

molten pewter
#

Hello everyone! I'm working on this new mod idea and I want to share It.
Is a new building that repels any water like a force field.
Allowing It to have submerged bases or flood-proof, as long as it is powered.
Is incomplete and because It is still lagging or bugged to upload It.
But what do you think is interesting?
https://www.reddit.com/r/Timberborn/comments/1hajoc0/timberborn_mod_water_repeler_building_for/

Reddit

Explore this post and more from the Timberborn community

molten pewter
#

It was a lot of work to use Harmony in the Pipes mod. But now it's running more smoothly and has fixed a lot of tough bugs. And it gives me a quick way to create other smaller mods. Thanks to everyone who helped me with this!

jagged vortex
molten pewter
jagged vortex
#

Ok. I'll try to figure out a work around for my build

molten pewter
jagged vortex
#

Just bizarre, it's not like it crashes so I can't submit a crash or bug report. Not sure how to diagnose since you don't get the same error. Maybe @lusty hound @mossy lance or @carmine tundra has an idea?

mossy lance
#

OwO I was pinged

jagged vortex
# mossy lance Why you ping me?

Didn't know if you might know what's going on. Weird issue with his mod where it converts the block before his pipe block into bad water. Even if cl an water is behind it

#

I know nothing of coding

lusty hound
#

With minimal mods installed

jagged vortex
royal cairn
#

is this mod on the Steam Workshop?

royal cairn
#

Excellent!! I'll be taking a look at it when I got home tonight.

molten pewter
vast bough
#

I have found a weird glitch. If there is a Impermeable Floor tile above the Pump Block it will put out bad water during a bad tide even if the the water on the inflow side is completely clean.

#

I deleted some of the tiles on the other side of my build and the flow pattern changed

#

The pump "fins" point into where the bad water is forming and its set to "take water from the pipe"

vast bough
#

I've had issues with Water Extension pipes "creating" bad water before and I couldn't figure out why. I think the impermeable might have been a factor.

vast bough
#

Ok I tried recreating the effect with WE pipes and it's not cooperating. So I don't know. I'm wondering if the Pump block could get a Fluid selection button like the Mechanical Fluid Pumps. That might fix the issue by telling the block that only water or bad water can get through.

jagged vortex
jagged vortex
#

got a set up i can replicate the issue i was having, how do i share the build?

dusk drum
#

easiest might just be to drag the save into this window

jagged vortex
#

Will do tomorrow

jagged vortex
#

hope i did this right

#

i have 2 set ups the one closest to the beavers is my regular flow, not pressurized. the second set up is pressurized set up. both flow clean now. if you flip to a bad tide both will flow bad. once it flips back to good it will flow good on setup 1 and bad on 2 even tho its all "clean" water

#

if you just delete the pipe block and put it back in. it will still flow bad water

#

if you delete even one panel of the impermeable barrier. it will cycle out the bad water from the system. then add back the impermeable and it'll flow clean water until another bad tide

jagged vortex
#

@molten pewter did you get a chance to look at this? No rush just seeing if I did it right

fallow orchid
#

hi there ! does this mod works ? i saw on steam there was an issue with the sluices.
i've been trying to make districts more manageable at least in my mod, but the builders having to carry water manually makes it unsufferable, but having storage tanks either connected or that share their contents would be an absolute life saver.

rancid pelican
#

yes it works

#

dunno about sluices though but pipes work

drowsy oar
jagged vortex
#

I haven't tried since I posted my save with the sluice issues. The pipes work, my issue was pressurized systems

fallow orchid
#

Okay, I'll give it a try

#

I only want communicating storages anyway, still didn't add sluices back

fallow orchid
#

wait, so it doesn't connect storages, just physical water in the environment ?

pine sleet
#

maybe someone could make a mod to extend pipes ThinkingFT

rancid pelican
pine sleet
#

Something that connects pipes to something that takes water would be pretty cool tbh but I don't think oldgopher is planning to add such a thing

molten pewter
#

@fallow orchid the sluice bug was fixed when I updated (December 16, 2024) the source using the beautiful Harmony. LoveFT

@rancid pelican About connecting directly to the water barrels. People here on the forum had conflicting opinions about whether this would be a good addition to the project.
Maybe I'll make a new small mod path like "water shield" (https://discord.com/channels/558398674389172225/1318162138388238336) to create the direct connection to the barrels. If the player wants, they can install extra and so it wouldn't exist in the mod base.

@jagged vortex I haven't had time to study your save yet to understand the case of pollution when pressurized. It's a tricky case because it happens to some people and others work fine.

jagged vortex
jagged vortex
pine sleet
charred helm
#

Is there a flow limit in the pipes? I have 4 pumps connected and only getting 1.4 cms out

vast bough
#

Ok I've still been having issues with the pump block "creating" bad water. I made a test world with just harmony and your pipe mod in it and I managed to recreate the issue.

#

If you go into dev mode, reset the water simulation, fill the tank so the platforms are covered (I used the water bush tool help fill it), and jump to the next season until you hit a Bad Tide, the pumps that are covered by Impermeable Floors will start putting out bad water. I have had this happen with both going into and out of a Bad Tide.

#

The pumps do not have access to bad water. The bad tides are diverted at the top of the falls and the bad water source has been given a dedicated channel.

jagged vortex
fallow orchid
molten pewter
#

@vast bough thanks for the help!
I'll take a look It when is possible.

jagged vortex
#

@molten pewter even tho the mod won't allow me to build the way I had intended, I do still enjoy this mod. I'll get you some pictures soon of my current build. It's technically impractical but I can see some very good practical uses for this mod. Thanks for all your hard efforts making this mod

jagged vortex
#

@molten pewter here's some of the fun I have had

vast bough
#

I can finally share the mammoth undertaking I've been working.

#

I decided I want to put my housing in the central pit of Beaverome. But I got the crazy idea of having waterfalls going into the pit.

#

This left me with the task of getting the water back out of the pit so the it would flood. This is where the Pumps from your mod come in.

#

Those pumps pull the water into a lower reservoir.

#

And the regular pumps pull the water into an upper reservoir so the waterfalls constantly have a supply of water even in bad weather events.

#

I rebuilt the out wall of this thing more times than I could count as my vision for it got clearer and trying to fix the bad water spawning issue. I finally fixed it by putting an air gap between the upper and lower reservoirs by having the overflow come out from the lower reservoir

#

I'll be sharing more pictures of the colony in the screenshots channel. Just wanted to share here because of the trials I've had with your pumps. I appreciate the work that you, and other modders, put into the stuff you make.

jagged vortex
dreamy sand
#

will this be updated to update 7?

royal cairn
#

is there a way to connect pipes to buildings that require water?

icy dew
#

hm

balmy torrent
molten pewter
#

Hello everyone.
I can't update the mod at the moment.
Sorry, I'm really enjoying developing this.
And I'll update it as soon as possible.
But I've had some personal issues and can't do that right now.
Thanks for your patience.

lusty hound
#

Know that there is some good info after pinned message in #🤖mod-creators
For updating u6-u7

#

And feel free to ping if you get stick and have quesions (when/if you get to update)

edgy jungle
balmy torrent
#

Good to hear you're still okay.

molten ingot
#

These sounds interesting

molten pewter
#

I managed to get a job again.
And I had the money to build my computer again.
I'm trying to see if I can update this mod.
LoveFT LoveIT Catapult DamIT DamFT

balmy torrent
#

To U7 or to V1?

molten pewter
#

V1! is updated again.

buoyant oracle
buoyant oracle
#

And it would be great to have also a vertical T or X piece to have more freedom

#

And a last one, a vertical pipe-levee too

buoyant oracle
#

I wanted to add a few final suggestions. Regarding the part that dispenses the water, it would be great if there were also a version that works horizontally and a vertically, but this time from bottom to top, sort of like a fountain head. The same goes for the motor; vertical versions would be ideal as well. After that, I think all scenarios would be covered.

lusty hound
#

Just a note @molten pewter
Changes needed for v1.0.6.0 is

  • Update to new unity version
  • Import dlls
  • Build the mod

Also if not adding materials or prefabs it can be placed in the data folder
So assetbundles/resources becomes
Data

No changes to the buildings or other files needed😎

vague parcel
#

Hello, I allow myself (i know, how dare i) to relay a bug with 1.0.7.x that prevent this mod to work properly.

#

Knatte_Anka seems to know about it much more than the mere mortal I am so ...

#

And to finish, i'd like to thnak you for that mod of yours, @molten pewter ! It's really practical 😄 I enjoy it a lot ^^

lusty hound
#

most likely broken things:
Block object P1
Block object P2
Block object P3
TransputProviderSpec

vague parcel
#

For reference, if you want, i crashed my game once more to get a screenshot of the effetcs

molten pewter
#

A compatibility issue has been fixed for the current version 1.0 of the game.
the pipes have a higher flow rate and the pumps can move more water.
Please try the new updated version to test It!

pine sleet
#

yoo!! DamFT

#

one of my fav mods...

molten pewter
#

I'm very happy that there are still people who really like my mod.
I put a lot of work into it with great care.
But I see that the game now offers several new tools and parts, which I think already meet many of the needs that players achieved with my mod.
Even so, I'm happy that there's still interest in my work.
Thank you all very much!

royal cairn
#

i wish there was a way to connect pipes to buildings that need water

pine sleet
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don't we all

hot spear
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Hello! I just reached out to you on your workshop mod.

I'm curious how you got the pipes to export the water without crashing.
With my mod, The Barkimedes screw, it crashes when a solid block occupies (See the attached images. If the Leeve is built the game will crash) the spot above where the water exports and I cant find a proper solution without just filling that spot and making it so nothing can be placed there...

How have you fixed this for your mod, and how can I go about implementing a similar fix for mine?

molten pewter
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Hi Kurt!
In the past game source I studied and tested. I saw some things is need to be avoided.
Like you cant remove or add water to fully blocked blocks, beside you will crash the game.
Exist a whaterblock class that say in this space you cant have water blocks.
What king of blocked area you are using in your building? Like blocks only midle or all subpart of the block?
How you are setup the whaterblock areas?
And you need block the input and output blocks, with only middle ocupation of block and no waterblocking. To avoid crash.
The easer path is clone the specs of original waterpump of the game. And go chang It until make sense for your new building.
Let me know if it worked! Have fun with modding!

hot spear
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It does work already and I have published it on the workshop as well (To surprisngly positive reviews!).
I did base the code off the mech water pump and tweaked it a bit... but the issue is how the "Water Output Spec" is programmed...

As you can see in this image (Attached), The blue circle is where the water ejects from, however with how the spec is programmed, that circle is actually positioned above where the water is actually ejected...
This isnt a problem for the base game pumps as they just have the model occupy that position, But with mine, the model isnt there to block placements...

However your mod makes use of the custom specs "WaterGateBackSpec": {}, "WaterGateFrontSpec": {}, Which dont appear to suffer from the same issues...

molten pewter
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In my mod, I wrote a completely parallel system to control the behavior of the water blocks, using a minimal connection to the game services. That's why my mod has fewer crashes when dealing with water. I had to implement many runtime checks to avoid bugs.

But that doesn't seem necessary for what you need. I think if you customize the original pump and make some customizations specs you'll be able to get your construction to work perfectly!

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What beautiful modeling! It seems perfectly integrated with the game's style. And what an incredible design idea!

hot spear
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The issue is, even if I customize it, the crash will still occur due to how the spec is programmed if anyone builds a Leeve or any other water-blocking entity above where the water is produced...
Using the Water Output Spec, the only way I have found to stop the crash, is to add collision to the spot that causes crashes... However that will then make it difficult to build around

molten pewter
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Hummm

hot spear
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I've tried using the Fill Valve spec as well, but with that you cant specify an input point without it crashing, only an output...

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As far as Im aware, those are the only 2 ways ways a building can produce water without using custom scripts and specs (Like you have done)

molten pewter
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This new water buildings from the 3D water is complicated to customize. Because is too locked with new game mechanics. the water pump is more simple and easy for customize.
If you block the top of output this work but make ugly that it?

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I can help you tomorrow with coding with want. I think is easy to resolve your issue.

hot spear
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Its not that blocking it will make it ugly, its that it will prevent players from placing anything in that position...

That would be amazing!

molten pewter
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I think you need to change a few things in the code to avoid the original water output behavior.
Because the original forced exactly the block occupations.
My custom script is different, as it has entry and exit gates in the middle of the occupation space.
This check is blocked before trying to invoke the game's water service to handle the water.

The error is the same as you're getting: try to add or remove water from invalid spaces (water block areas).

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Perhaps I can create a custom specification for the water outlet that offers the flexibility you need.
Tell me, in your building I saw an area where the water can return to the lower level, inside the building. Is this functionality intentional?

hot spear
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The model is just a placeholder until I can fix the bug so it doesnt really do the collisions justice. In reality, the 2 leftmost blocks here block all waterflow so it cant return to the lower level.

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It used to also cover the middle, but I changed that

molten pewter
hot spear
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I haven't checked the code as I dont know how to do that.
I only started learning unity about 3 days ago.

icy dew
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i neeed to still figure out how to actually create new content

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i have everything i need downloaded but i havent found a good tutorial for adding a new block in unity

hot spear
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If you open timberborn and go to mods, you should be able to make a template by going to "Create New Mod"

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From there, all I did was copy paste the code from the Aquifer and water pump and modify it until I was happy. (And somehow that got me to the front page of the workshop overnight...)

icy dew
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didnt know it was THAT simple

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alr thanks

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like genuinely really thank you i couldnt find why i wasnt able to see my mods

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its because i made em before i setup unity i realise now

molten pewter
lusty hound
molten pewter
icy dew
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Unless they secretly added pipes that take the liquids from the tanks TO the buildings

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Do not remember that

dark ibex
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got a crash today

final plaza
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@molten pewter Any chance of a fix for this? LoveIT

molten pewter
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Yes I will! but my computer broke again! Unfortunately, I can't do anything right now. Thanks for liking the mod! I really appreciate It.

molten pewter
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Analyzing the bug log, I think the game's source code changed the class name. Unfortunately, a new compilation will be necessary after studying the changes.

ArgumentException: Undefined target method for patch method static System.Void Mods.OldGopher.Scripts.FlowLimiterServicePath::Postfix_UpdateInflowLimiter