Gang, I learned something WAY fun about Timberborn while I was streaming yesterday! You can change your beavers' colours!?!? 👀Going to make a Short about it very soon, but if you want to catch these "aha" moments live, find me on Twitch: www.twitch.tv/toadiezzz
Another good tip, build your decorations so they cover your homes, beavers sleeping will max out their need for it well sleeping, you can also utilize this vertically, a shrub 2-3 buildings high will still provide the bonus to the homes at the bottom. This can get you to pretty high wellbeing scores pretty early with very little resource invesments. My ironteeth initial home build usually consists of 6 homes at the bottom, with 2 in the top middle area, i put roofing on the top middle homes, then a clock and statues on said roofing, then have a shrub, lamp, bust, and braiser setup around the lower level under the platforms that covers all the homes (usually 2 of each is enough to cover the entire 8 homes) and then usually put in 4 rooftop terrace on the other spots up there, but theres tons of ways to utilize decorations around homes. This way its very easy to at least get all the aesthetics covered very easily, which is 9 well being on its own, then if you eventually tie in the awe statues to also overlap with the homes it goes much higher.
An extra tip for Folktails: Timberbots make great builders! If you have a hauling post and a builder post both staffed by robots, and then deliver fuel and construction supplies to the places where you are building, then the builders will never need to go home and can stay on site until the structure is completed even when building on a remote corner of the map. This is much more efficient than live beavers (who need to sleep) and the Iron Teeth's Ironbots (who need to recharge from the power grid)
This is absolutely BRILLIANT! Many of these I'd figured out on my own playthrough but I picked up a good 7-8 things I knew absolutely NOTHING about. Thank you!
My number 1 tip, that you have not already covered is to build a single small wood storage. They are super cheap and beavers can only pick up rubble if there is a storage. In a wood shortage the ability to recover resources from non-essential buildings can be a game saver. They take logs to build, so once you have run out it is too late to build one.
That to me is the most annoying thing, WHY can‘t builders get resources from rubble piles especially if they‘re closer to the construction site than the next storage, or why can‘t haulers bring stuff from piles directly to construction sites if any are active and need the resource… Genuinely love the game but that is infuriating, npc pathing and the AI in general needs some work. Heck i‘ve seen dehydrated beavers LEAVE the water pump they work at and even had water in it, in order to walk halfway across the district to a water tank that wasn‘t even the closest one. This wouldn‘t be as much of a problem if it didn‘t grind water acquisition to a halt since the pump workers get interrupted ten times a day to run for water, which in turn makes the dehydration issue worse. Not to mention crashing the whole rest of the economy as well. Just drink the godforsaken river water at that point but nooo they rather die from dehydration
I am reminded of a certain channel where there was no storage and no way to recover materials from rubble, but we don't talk about... anyway, I would suggest building at least a small storage for every resource that you build with for this reason, not just logs.
9:00 "wild" adult trees ( no planting tile set under them ) will only seed on an empty, fertile square. This means if you don't remove stumps from cut trees next to the preserved ones, they won't grow over stumps. You can "erase" stumps and dead bushes by putting a path on it and then delete the path ( shift + del to skip the confirmation window ). Or ask beavers to do it with the "remove ressource" tool ( careful not to ask them to remove trees and seedlings...).
For folktails, I prioritize shelter after all the needs are running for the population growth. For Iron Teeth, I can defer them for as long as I want lol
I've been playing since first launch but only today I learned that adult trees can reproduce. Never bothered to look all the shortcut so I learned about x, t, and the tab ones. I always used the icons on top right instead of those. as well as for the eye button / shift or ctrl+H. and most importantly, I've never noticed / cared about the water irrigation zone optimal size. Thaaaaaank you Edit1: I subbed and went to watch what was on your channel, and I see ALL the games I looooove. why didn't I found you sooner girl wow.
→ 13:50 I think you need to try out the Water beaver mod. No easy power connections there. → 18:30 I've heard that these double paths increase the lag, as now the engine has a lot more work to calculate the optimal path for beavers to take. I guess that doesn't matter too much at the beginning, but might become problematic when your districts get larger. → 19:48 I think there is a mod for assigning names automatically when beavers are born, based on a name list you can configure. (I don't know which one, only seen people using this on TH-cam.)
Related to the tree repopulation tip is that when you're planting trees for their secondary produce (mangrove fruits, pine resin, chestnuts or maple syrup) then don't worry if your forester can't reach the entire are you wanted to plant, instead once it's finished planting, unmark that area, and the trees will spread naturally. I saw one content creator fill a large lake with mangroves this way; it was quite impressive!
Slowly diving in started this game and started over over 3 times now seeking guidance and pleased with comedy, the bit on the arrow direction i felt cool knowing off the cuff. The "beavers can travel in water don't ask me" felt like a direct attack bc AND I OOP. I'm restarting again tn more water paths and less pointless bridges
...if I'd've noticed the flip building button it would have saved me a huge amount of space and stress on my last build. I completely redid several layouts because doors didn't line up where I wanted...
Thank you for this you amazing creature! I purchased a license for this game ( I cry having to say that) a while ago I think because of you actually, just reminded me I have it lmao
You don't need to be that strict with contamination settings. Contamination under 5% is completely harmless (thus why it's the default setting), and for canals without beaver access you can let up to 50% contaminated water through without causing the land around to get contaminated. Setting the limits higher allows you to flush contaminated water faster after the badtide and get usable, non-dangerous water back to your beavers faster.
As a Canadian, I'm not really into this fake accent business. She pronounces doubt, drought, out, etc. with proper Canadian raising. It's only about that gets the fake stereotypical aboot pronunciation. You don't hear her saying drooght or doobt. She's not the only Canadian on TH-cam who does this type of thing, and it makes it hard to watch the videos.
at the beginning I build a single farm and when all the crop is ready for harvest switch to prioritize harvest and once they are done set it back to planting.
I've noticed that my beavers will go all the way back to where they live to eat and drink, even though I put food and water everywhere for them. Is that just the game mechanics?
@@ChrisAnn... Hm, I'm not versed enough to answer this with 100% confidence, but I wonder if it has to do with the pathfinding and the other food/water spots being occupied at the time that beaver decides they need grub? This is definitely a guess though - I've seen my beaves get their food and water from the various sources pretty often!
@ToadieZzz Interesting, that's definitely something to think about. I can try a few things and watch what happens. Thanks for answering me. I appreciate it greatly.
The hauler &or inventors? If you have extra beavers in your colony who may not always have more important work to do, hauling or researching are things that they can fall back on that generally always need doing. Having just a couple slots at high priority ensures they're always happening at least a bit, while having many slots at low priority means the job is always available as an extra, but not taking priority over more important things.
If the built in storage of a building or flag fills up, the beaver working the building will haul the goods to a warehouse. While hauling, they aren't working. So you always want a dedicated hauler or 3 for efficiency (high priority). The lower priority hauling building can then fill and empty based on if there are extra beavers.
Gang, I learned something WAY fun about Timberborn while I was streaming yesterday! You can change your beavers' colours!?!? 👀Going to make a Short about it very soon, but if you want to catch these "aha" moments live, find me on Twitch: www.twitch.tv/toadiezzz
Why don’t u use a kod for naming bewers after patrion?
Members
about changing the spawn place
technically you can just do the same with map editor
@ Yes you can do it like thath but where Are u gona keep all the saved maps(4 difrent starts for ech map)? And it wuld be more useful for the TH-cama.
"It's not the kind of game where [...] one item makes everything easier"
Sluice gate: "Top o'the morning to ya"
@@KarolOfGutovo Haha, damn. You got me there. 😅
#53 is WILD I've been playing this game for over a year and I had NO IDEA!
Thanks!
Another good tip, build your decorations so they cover your homes, beavers sleeping will max out their need for it well sleeping, you can also utilize this vertically, a shrub 2-3 buildings high will still provide the bonus to the homes at the bottom. This can get you to pretty high wellbeing scores pretty early with very little resource invesments.
My ironteeth initial home build usually consists of 6 homes at the bottom, with 2 in the top middle area, i put roofing on the top middle homes, then a clock and statues on said roofing, then have a shrub, lamp, bust, and braiser setup around the lower level under the platforms that covers all the homes (usually 2 of each is enough to cover the entire 8 homes) and then usually put in 4 rooftop terrace on the other spots up there, but theres tons of ways to utilize decorations around homes.
This way its very easy to at least get all the aesthetics covered very easily, which is 9 well being on its own, then if you eventually tie in the awe statues to also overlap with the homes it goes much higher.
An extra tip for Folktails: Timberbots make great builders! If you have a hauling post and a builder post both staffed by robots, and then deliver fuel and construction supplies to the places where you are building, then the builders will never need to go home and can stay on site until the structure is completed even when building on a remote corner of the map. This is much more efficient than live beavers (who need to sleep) and the Iron Teeth's Ironbots (who need to recharge from the power grid)
This is absolutely BRILLIANT! Many of these I'd figured out on my own playthrough but I picked up a good 7-8 things I knew absolutely NOTHING about. Thank you!
The adult tree repopulate is a nice tips. No wonder sometimes there're tree seedlings that I didn't intend to plant
My number 1 tip, that you have not already covered is to build a single small wood storage. They are super cheap and beavers can only pick up rubble if there is a storage. In a wood shortage the ability to recover resources from non-essential buildings can be a game saver.
They take logs to build, so once you have run out it is too late to build one.
That to me is the most annoying thing, WHY can‘t builders get resources from rubble piles especially if they‘re closer to the construction site than the next storage, or why can‘t haulers bring stuff from piles directly to construction sites if any are active and need the resource…
Genuinely love the game but that is infuriating, npc pathing and the AI in general needs some work. Heck i‘ve seen dehydrated beavers LEAVE the water pump they work at and even had water in it, in order to walk halfway across the district to a water tank that wasn‘t even the closest one. This wouldn‘t be as much of a problem if it didn‘t grind water acquisition to a halt since the pump workers get interrupted ten times a day to run for water, which in turn makes the dehydration issue worse. Not to mention crashing the whole rest of the economy as well. Just drink the godforsaken river water at that point but nooo they rather die from dehydration
I am reminded of a certain channel where there was no storage and no way to recover materials from rubble, but we don't talk about... anyway, I would suggest building at least a small storage for every resource that you build with for this reason, not just logs.
9:00 "wild" adult trees ( no planting tile set under them ) will only seed on an empty, fertile square. This means if you don't remove stumps from cut trees next to the preserved ones, they won't grow over stumps.
You can "erase" stumps and dead bushes by putting a path on it and then delete the path ( shift + del to skip the confirmation window ). Or ask beavers to do it with the "remove ressource" tool ( careful not to ask them to remove trees and seedlings...).
im already familiar with this game from others playing but you did an awesome job of explaining everything , great video
@@jcrazy9008 Appreciate you!
For folktails, I prioritize shelter after all the needs are running for the population growth. For Iron Teeth, I can defer them for as long as I want lol
As a returning player these tips are really good. I learned a lot. Thanks
The folktails motto thing at the end cracked me up! Thanks for that. And thanks for the whole video, very helpful!
300 Hrs into Timberborn & its only today I learn I can connect my windmills from below. Everyone can learn something from this Video. :)
Clearly this man doesn't read every single update and dev log while playing the experimental branch
I've been playing since first launch but only today I learned that adult trees can reproduce. Never bothered to look all the shortcut so I learned about x, t, and the tab ones. I always used the icons on top right instead of those. as well as for the eye button / shift or ctrl+H. and most importantly, I've never noticed / cared about the water irrigation zone optimal size.
Thaaaaaank you
Edit1: I subbed and went to watch what was on your channel, and I see ALL the games I looooove. why didn't I found you sooner girl wow.
@@Rhinjiva 💙💙💙 So glad to be a bit of help!
→ 13:50 I think you need to try out the Water beaver mod. No easy power connections there.
→ 18:30 I've heard that these double paths increase the lag, as now the engine has a lot more work to calculate the optimal path for beavers to take. I guess that doesn't matter too much at the beginning, but might become problematic when your districts get larger.
→ 19:48 I think there is a mod for assigning names automatically when beavers are born, based on a name list you can configure. (I don't know which one, only seen people using this on TH-cam.)
awesome, so glad to see you playing Timberborn
#17 overhangs and stairs is an incredible tip!! I will be using this one for sure!! Great video, thank you 😊
Related to the tree repopulation tip is that when you're planting trees for their secondary produce (mangrove fruits, pine resin, chestnuts or maple syrup) then don't worry if your forester can't reach the entire are you wanted to plant, instead once it's finished planting, unmark that area, and the trees will spread naturally. I saw one content creator fill a large lake with mangroves this way; it was quite impressive!
Thank you for your beaver tips Toadie! I’m glad I subbed to “beaver facts, with Toadie” praise the beaver! \o/
I am also surprised at the lack of chasing beaver jokes
"Beavers can swim", I dont need to ask, I'm sure it was similar to that face palm moment I had. 🤦♀️😂🤣 so glad I'm not the only one.
I love this for us.
Explaining the pausing homes made me realize just why so many beavers were lost to the water shortage
Thanks for the great tips!
Very helpful beginner vid, thanks
Slowly diving in started this game and started over over 3 times now seeking guidance and pleased with comedy, the bit on the arrow direction i felt cool knowing off the cuff. The "beavers can travel in water don't ask me" felt like a direct attack bc AND I OOP. I'm restarting again tn more water paths and less pointless bridges
...if I'd've noticed the flip building button it would have saved me a huge amount of space and stress on my last build. I completely redid several layouts because doors didn't line up where I wanted...
@@psiah9889 RIGHT?!?!
I didn't realize the pumps stop by themselves during a bad tide; I was turning them off manually. 😂
Thank you for this you amazing creature! I purchased a license for this game ( I cry having to say that) a while ago I think because of you actually, just reminded me I have it lmao
This is a helpful video abuuht Timberborn.
best tipp ever: shift + alt + z = Developer mode. for those who wonna have fun :)
hehehe don't take this as a troll, creepy, or anything like that... But.. I love the aboot :D
Oh, and while I think of it, another tip is to build swimming pools/lidos and showers in your hydration pools.
You don't need to be that strict with contamination settings. Contamination under 5% is completely harmless (thus why it's the default setting), and for canals without beaver access you can let up to 50% contaminated water through without causing the land around to get contaminated. Setting the limits higher allows you to flush contaminated water faster after the badtide and get usable, non-dangerous water back to your beavers faster.
Wile not ideal I’ve noticed that you can just use one district, and offset the range with builders and haulers, in combination with stockpiles.
Hey, is this Dragon Quest Builders music?
Aboot ❤
As a Canadian, I'm not really into this fake accent business. She pronounces doubt, drought, out, etc. with proper Canadian raising. It's only about that gets the fake stereotypical aboot pronunciation. You don't hear her saying drooght or doobt. She's not the only Canadian on TH-cam who does this type of thing, and it makes it hard to watch the videos.
Great video.
But man, it's amazing how I detect no accents, until aboot hit me in the face! XD
at the beginning I build a single farm and when all the crop is ready for harvest switch to prioritize harvest and once they are done set it back to planting.
@@laughingvampire7555 I can see this working for sure! I typically enjoy a 'set it and forget it' play style if I'm doing a casual playthrough.
Was sad to see there is no Timberborn playlist on your channel. :(
I normally click 24hr days at start to get things done. for about 12 days. then they do 20hrs.
04:35 "Nice"
dont forget a wet beaver is a happy beaver
I've noticed that my beavers will go all the way back to where they live to eat and drink, even though I put food and water everywhere for them. Is that just the game mechanics?
@@ChrisAnn... Hm, I'm not versed enough to answer this with 100% confidence, but I wonder if it has to do with the pathfinding and the other food/water spots being occupied at the time that beaver decides they need grub?
This is definitely a guess though - I've seen my beaves get their food and water from the various sources pretty often!
@ToadieZzz Interesting, that's definitely something to think about. I can try a few things and watch what happens. Thanks for answering me. I appreciate it greatly.
@@ChrisAnn... 💙💙💙
11:57 um why?
The hauler &or inventors? If you have extra beavers in your colony who may not always have more important work to do, hauling or researching are things that they can fall back on that generally always need doing. Having just a couple slots at high priority ensures they're always happening at least a bit, while having many slots at low priority means the job is always available as an extra, but not taking priority over more important things.
If the built in storage of a building or flag fills up, the beaver working the building will haul the goods to a warehouse. While hauling, they aren't working. So you always want a dedicated hauler or 3 for efficiency (high priority). The lower priority hauling building can then fill and empty based on if there are extra beavers.
there's a mod for that last tip ;)
Why do you have so few subscribers? And why am I not one of them?
@@enderpumpkin13 : ) You're very kind!
How abooot that
What is happening with the audio in this video? voice is changing his loudness, which I find disturbing
"Aboot"
A boot.