Hello Fellow Humans, Good episode. Just a reminder. Your side project for that extra lake around 30 minutes into your video. Just a reminder those water sources will become bad water. So you need to let water off the edge where you blocked it off. You should at the fork just put sleuth gates in on each side and set on to good water and one to bad water and use that pre done path to allow bad water out instead of damming it up. Just saying you will regret what you're doing when you notice your entire lake filling with bad water.
The big lake you made (the one which the smallest water source flows into) doesn't have a badwater discharging system so it will get filled with badwater during badtides. You could make it only have freshwater even during badtides by making the source that is flowing into it have a badwater discharging system (like the one you made at the start of the series). I love your videos btw!
That was my concern as well - the second watersource feeding the lake at maps edge doesn’t have a badwater diversion yet. It is really fun comparing your and Biffa’s go at this map, or even jc the beards. You seem to have a really good grasp of progression, avoiding „incidents“ form overexpansion and you‘re respecting the terrain, transforming it really efficiently but also with very satisfying aesthetic results. Thank you!
The planning ahead is really what sets everything apart here. RCE should watch this channel, honestly. Whenever I hear "I might want to... in the future" I know something interesting is about to go in that also raises my own game when I play as well. Really cool.
Badwater discharges are defiantly worth the investment. During my play through, I build a badwater aqueduct that I lined with power wheels for constant power that consumed no resources. Worth noting that badwater high up does not pollute the area around it, so as long as you let it flow off the map or into an isolated area, your colony will be ok.
Really enjoying this playthrough and all the cool ideas you're exploring! Some ideas: - I'd love to see a mangrove area set up. - Very small suggestion: over near your corn production, you can fit one more large storage on the second level by placing some platforms over the path next to the medium storage. - Maybe expand your corn and move your tree production now that you have more greenspace elsewhere too?
Goodness this dam project was prolly the best thing I saw from a creator in this game! Definitely inspired me on how to optimize my build further. Definitely picking that aquaduct build for myself as well. Your channel is a joy that just keeps giving!
4:58 "If I build an aqueduct I’d like to make it at least 3 water wide, to limit the evaporation". I’m not sure what you mean exactly here. Wider aqueducts means more water, but also more surface area for the water to evaporate from. So in the end the "height loss speed" is the same, regardless of the width of the aqueduct (and total evaporation is greater, the wider the aqueduct is)
I think the rate of evaporation is lower per tile if it has other water blocks surrounding it, and it's such a large effect that you can actually lose *less* water (and substantially less height) by making the channel wider! It's only up to three wide though, after that, the rate per tile levels off, so it's more water overall for a channel 4 or wider
The devs changed some of the water evaporation rules (I think in update 5). Water now evaporates based on the number of nearby water tiles: more nearby tiles = slower evaporation. Like @diddlydum2 mentioned, the change in evaporation rates can be so high that that it can overcome the downside of having more surface area with a wider canal. There is a thread on r/timberborn where some people dived into the math behind the game: www.reddit.com/r/Timberborn/comments/1acz0va/evaporation_rates_test_results/ It looks like the inflection point where wide canals don't help any more is anything wider than 3.
I love your channel. YT gave me one of your last videos and now I'm starting over and watching the entire series. I love your building style AND your editing. Really enjoying seeing how it's all progressing.
About the gate waterfalls to auto feed greening area's... the gates are either fully open, or fully closed... so lets say you want it filled to 0.5 blocks from top.. I set it 1.0 block from top.. This way, when it opens to fill it, the extra flow doesn't overflow the area ;)
@@KunalVaidya It's fine, I also get tripped up by the tribes' building option differences from time to time, most notably when it comes to storage piles (as addressed in the video) and badwater management (I keep forgetting only folktails have badwater rigs), but also minor things like forgetting that the base water pump is 2 deep for folktails vs ironteeth's 6 deep.
Hello Use water wheel power more and wind and battery and dont over dopower generation or battery make it sensable , nothing crazy like lasy season Your engines use your log storage. Keep log for building. You have so much water way and river
It probably isn't a good idea to add the 2nd row of water pumps to the reservoir. It allready can be pumped dry so I don't think that reservoir can sustain more pumps. I'm curious about the aquaduct and the new planned reservoir connected to it. Can the source handle filling the 1st reservoir and then the split path to filling the other 2 reservoirs? It allready seemed to struggle to fill all the way up after a drought/badwater event. Now that the aquaduct is finished I'm guessing your next priority will be a badwater diversion for the 2nd water source? That new lake won't do you much good if it fills up with badwater.
I think I'm starting to push the limit of the first water source. It takes about 3 days to fill up the drinking cistern and the main dam. If I'm not pumping too much out of the new valley dam at the end of the aqueduct I think I can top it off in the remaining 3 days of the good season. Some next plans: badwater diversion the 2nd water source, come up with a better diversion for the first water source that would let me keep the whole valley green during bad tides, and start messing with pipes!
I kind of rushed the side lake. My plan is to put some sluice gates up near the waterfall and in the side creek to control the flow. I figured in a worst case scenario of an early badtide I could delete the levees in the side creek.
I have I dont know how many hours into this game, but i've never seen the mouse turn into a hand for dragging the screen. What magic is that? What key combo do I use?
Middle mouse click - if you click and hold on the scroll wheel you can use it to pan around. Normally I use WASD keys, but I have their scroll rate bound low so I can do the slow pan shots you see in the videos.
Yes! I've been kind of putting them off - but I'm going to need to setup something soon. The walking distances for some of the beavers is starting to mess with their sleep/food/water needs
Hey can I give you a suggestion.. sometimes (at least for me) your editing can be too fast and it gets difficult to keep up with what you're doing. Love your videos though, really enjoying this playthrough :)
Not a huge fan of these overhang buildings. The idea is good, but the execution is rather poor by devs. There should be some kind of restriction of what can be built. Either weight or length/height. The current iteration is just ridiculously stupid 😂
Oh, that underground power conduit is pretty good. Its also very Iron Teeth!
Hello Fellow Humans,
Good episode. Just a reminder. Your side project for that extra lake around 30 minutes into your video. Just a reminder those water sources will become bad water. So you need to let water off the edge where you blocked it off. You should at the fork just put sleuth gates in on each side and set on to good water and one to bad water and use that pre done path to allow bad water out instead of damming it up. Just saying you will regret what you're doing when you notice your entire lake filling with bad water.
the whiplash coming from RCE is crazy
Yeah… this looks competent and considered… no ‘the incidents’ 😂
Really love your narrating style. Your channel is really underappreciated!
Dude, you should tutor RCE 🤦♂️😂
True. Too true.
i dont think there anything that help RCE 😂😂
RCE is chaotic neutral for sure
Rce is the mf that acted stupid for funsies, but then became stupid fr
The world needs balance, Zeddic video relaxes while RCE…well has me having second hand panic attacks
It's a beautiful thing watching you think and plan ahead.
The big lake you made (the one which the smallest water source flows into) doesn't have a badwater discharging system so it will get filled with badwater during badtides. You could make it only have freshwater even during badtides by making the source that is flowing into it have a badwater discharging system (like the one you made at the start of the series).
I love your videos btw!
That was my concern as well - the second watersource feeding the lake at maps edge doesn’t have a badwater diversion yet. It is really fun comparing your and Biffa’s go at this map, or even jc the beards. You seem to have a really good grasp of progression, avoiding „incidents“ form overexpansion and you‘re respecting the terrain, transforming it really efficiently but also with very satisfying aesthetic results. Thank you!
Liking the longer format! Keep ‘em coming :)
The planning ahead is really what sets everything apart here. RCE should watch this channel, honestly. Whenever I hear "I might want to... in the future" I know something interesting is about to go in that also raises my own game when I play as well. Really cool.
Underground power shafts is a genius idea, I will surely implement it.
Badwater discharges are defiantly worth the investment. During my play through, I build a badwater aqueduct that I lined with power wheels for constant power that consumed no resources. Worth noting that badwater high up does not pollute the area around it, so as long as you let it flow off the map or into an isolated area, your colony will be ok.
it really awesome how you plan ahead. an you got an awesome vision for what you wanna do.great can't wait for the next one
Really enjoying this playthrough and all the cool ideas you're exploring! Some ideas:
- I'd love to see a mangrove area set up.
- Very small suggestion: over near your corn production, you can fit one more large storage on the second level by placing some platforms over the path next to the medium storage.
- Maybe expand your corn and move your tree production now that you have more greenspace elsewhere too?
Goodness this dam project was prolly the best thing I saw from a creator in this game! Definitely inspired me on how to optimize my build further. Definitely picking that aquaduct build for myself as well. Your channel is a joy that just keeps giving!
4:58 "If I build an aqueduct I’d like to make it at least 3 water wide, to limit the evaporation". I’m not sure what you mean exactly here. Wider aqueducts means more water, but also more surface area for the water to evaporate from. So in the end the "height loss speed" is the same, regardless of the width of the aqueduct (and total evaporation is greater, the wider the aqueduct is)
I think the rate of evaporation is lower per tile if it has other water blocks surrounding it, and it's such a large effect that you can actually lose *less* water (and substantially less height) by making the channel wider! It's only up to three wide though, after that, the rate per tile levels off, so it's more water overall for a channel 4 or wider
The devs changed some of the water evaporation rules (I think in update 5). Water now evaporates based on the number of nearby water tiles: more nearby tiles = slower evaporation. Like @diddlydum2 mentioned, the change in evaporation rates can be so high that that it can overcome the downside of having more surface area with a wider canal.
There is a thread on r/timberborn where some people dived into the math behind the game:
www.reddit.com/r/Timberborn/comments/1acz0va/evaporation_rates_test_results/
It looks like the inflection point where wide canals don't help any more is anything wider than 3.
Oh damn, I wasn't aware of that change haha. My bad then
I love your channel. YT gave me one of your last videos and now I'm starting over and watching the entire series. I love your building style AND your editing.
Really enjoying seeing how it's all progressing.
Great video as always! Nice idea of aquaduct. I love that
Damn this series inspired me to ditch my Cliffside playthrough for a bigger map. Love your videos man keep it up!
Wow. Great video, quite the progress.
Great video from the timber lord
Awesome sauce! I love the series, keep the videos coming, the longer the better!
I have about 800 hours play and watch so many videos on it and I have learnt to much from just this video alone
Great episode
Hey! Found your channel through this video. It's fun to hear you talk through your plans!
About the gate waterfalls to auto feed greening area's... the gates are either fully open, or fully closed... so lets say you want it filled to 0.5 blocks from top.. I set it 1.0 block from top.. This way, when it opens to fill it, the extra flow doesn't overflow the area ;)
i think there are larger water pumps that can be used for pumping faster while using the same one row. each employs more beavers
Folktails have that, not Ironteeth.
@@CaTastrophy427 ohh . I did not know
@@KunalVaidya It's fine, I also get tripped up by the tribes' building option differences from time to time, most notably when it comes to storage piles (as addressed in the video) and badwater management (I keep forgetting only folktails have badwater rigs), but also minor things like forgetting that the base water pump is 2 deep for folktails vs ironteeth's 6 deep.
You should use 5×5 platform instead of the 2×1 platforms to create your 3wide aqueduct takes you from 5 points on the ground to just 1
Hi, please make a short cut for beavers on left of the district near metal scraper. Regards Beaver Welfare
Love these videos man!
Dude, sick!
Only the center square of the 3x3 engine's grid can be connected to from underneath. the 8 'outer squares' will not connect to power from underneath.
Hello
Use water wheel power more and wind and battery and dont over dopower generation or battery make it sensable , nothing crazy like lasy season
Your engines use your log storage.
Keep log for building.
You have so much water way and river
Polecam przed odpływem postawić tamę, wyrównuje to poziom wody.
It probably isn't a good idea to add the 2nd row of water pumps to the reservoir. It allready can be pumped dry so I don't think that reservoir can sustain more pumps.
I'm curious about the aquaduct and the new planned reservoir connected to it. Can the source handle filling the 1st reservoir and then the split path to filling the other 2 reservoirs?
It allready seemed to struggle to fill all the way up after a drought/badwater event.
Now that the aquaduct is finished I'm guessing your next priority will be a badwater diversion for the 2nd water source?
That new lake won't do you much good if it fills up with badwater.
I think I'm starting to push the limit of the first water source. It takes about 3 days to fill up the drinking cistern and the main dam. If I'm not pumping too much out of the new valley dam at the end of the aqueduct I think I can top it off in the remaining 3 days of the good season. Some next plans: badwater diversion the 2nd water source, come up with a better diversion for the first water source that would let me keep the whole valley green during bad tides, and start messing with pipes!
Slay
what happens with bad tides now with the side water source???
That’s what I came to say. There is no protection for the side lake if a bad tide comes.
content happens
I kind of rushed the side lake. My plan is to put some sluice gates up near the waterfall and in the side creek to control the flow. I figured in a worst case scenario of an early badtide I could delete the levees in the side creek.
I have I dont know how many hours into this game, but i've never seen the mouse turn into a hand for dragging the screen. What magic is that? What key combo do I use?
Middle mouse click - if you click and hold on the scroll wheel you can use it to pan around. Normally I use WASD keys, but I have their scroll rate bound low so I can do the slow pan shots you see in the videos.
Great playthrough! quick question, are you planning on using multiple districts? I would love to see them being used properly
Yes! I've been kind of putting them off - but I'm going to need to setup something soon. The walking distances for some of the beavers is starting to mess with their sleep/food/water needs
I am trying to watch this playlist to get caught up but the videos are out of order :(
Whoops - I'm not sure how that happened. It should be fixed now:
th-cam.com/play/PL8DxiWy2Jgic2vJeWuJZAnNMlwPQLdOE6.html
Your new water source is still vulnerable to bad tides, better setup a diversion system before it all gets fouled
Hey can I give you a suggestion.. sometimes (at least for me) your editing can be too fast and it gets difficult to keep up with what you're doing. Love your videos though, really enjoying this playthrough :)
Thanks for the feedback! I've been trying to find the right balance with the editing and cuts. I think I'm still on the side of over-editing
Not a huge fan of these overhang buildings. The idea is good, but the execution is rather poor by devs. There should be some kind of restriction of what can be built. Either weight or length/height. The current iteration is just ridiculously stupid 😂