I know I've said this before, but whenever I watch your timber born series, I don't feel like I'm watching a playthrough, but rather a how-to. The devs should really be paying you. Keep up the great work
Thanks for the new vid, its really nice watching you play. Regarding the draining of the old water storage: I would reinstate the flood gates at the border of the starting area towards the new water storage. That way the storages can independently feed water and the old storage doesnt have to top up the new storage and instead can keep the crops on the top pleateau irrigated.
First things first, great work, I love seeing how you're handling this. Couple of things to remember/consider changing about what you did in this ep: 1) Remember to put in the badtide blockade you scrapped at 13:00 or so. 2) Those swimming pools will only be functional for the wet season and the first week or so of a drought/badtide, as they require that dam to have the top layer be full. If you put them in a lower terrace (like the one you filled at 11:57), it'd stay available for more of the cycle. Sure, it'd be a bit further away, but... I'm not sure which you'd see as the bigger issue. 3) Build a second hauling post, make one be capped at 5 (actually, maybe 8 or so given how spread out your colony is) on high priority, and another be on lowest priority max 10. Any excess beavers can go in there, but expect it to not have a full workforce most of the time. It's just there to prevent you from having unemployed beavers without micromanaging jobs every time a beaver is born/dies or a workplace is added or removed. As for suggestions for the next few things to work on: 4) Fluid dumps, and 3x3x3 poke holes. Each poke hole adds 800 or so usable tiles of green space, at the cost of 2 units of water per day (and you only need to put a beaver on it for a few hours every 20 or so days, it can be off for the rest of the time and just get a top-off at the start of each cycle and maybe another in the middle of a longer drought). This gives you more space for things like pine trees and a tapper's shack, a wider variety of foods, and oak trees that aren't where you want the top reservoir to expand to. 5) Pine resin and treated planks. Not just for the advanced breeding pods, the mine needs those as well, not to mention quite a few of the wellbeing things (a few monuments, things like the motivatorium, and the coffee brewery). The bots need 'em too, if you intend to go that far. 6) Mangroves. The river you had been pumping from would be the perfect spot for a bunch of mangroves to gather fruit from as an additional food source. IIRC mangrove fruit is +2 or maybe even +3 wellbeing, and it'd be close enough to the new location for the berry farm that the same gatherer flag(s) could gather both crops, to ensure minimal downtime on those beavers. Also, you did in fact make me buy the game, and I have put about 50 hours into it already, fully completed 2 runs (one on easy to get the basics down, one on normal) and now I'm most of the way through a run on normal on a custom map I made (more or less to make sure the map is fun, and after playing it... it actually is pretty fun, and tells a bit of a story too. I may have gone a bit overboard on the scrap metal deposits though, and I should've made the base layer a few blocks thicker, the riverbed is only at height 3 so you can't really make it much deeper if you wanted to, you're forced to build it upwards). Next up, hard mode.
With your new water tank with all the pumps... you can set a gate, with a 1 block wide path held up by 1 tile scaffolds with a overhang on it... throw down some sealing on the floor to make it waterproof, then at the end, have another gate... it opens a waterfall to other areas, where you have a 3x3 water hold to keep the area green.. set the end gate to keep the water hole at least 0.5-0.8 a tile and POOF!! automatic area greening! ;)
Really well made video. You do great work. Keep going! I like that bridge to nowhere - I think it's more interesting than two long staircase. It gives me hauler highway vibe. I agree with comment that says about fluid dumbs - you could achieve more greenspace without making more rivers and utilize these for trees since if it dries out trees don't die in few days plus you would have emergency reservoir
@@000622477 I've started treating his episodes as almost a test of my own observational skills and my game knowledge, by trying to see how many dumb moves can I spot in real time. Initially my thought was to make it a drinking game, where I take a shot every time I spot one, but I quickly dismissed that idea once I thought about the fact that I'd need multiple large tanks (yes, the ones that hold 1200 units, or 240 cubic meters of liquid) to cover my drinking for a single episode.
Ever since I discovered your channel it's been nothing but amazing work you've been putting into these videos you produce. They're so very well detailed and you explain it in a way that's easy to understand for someone who doesn't entirely know the game or just starting out playing it, I love it! Keep up the great work you're doing awesome
same for me. I know for me to play this is just way to much. however his pace works for me. It also helps that his speaking tone is not over energised.
This is a really interesting map with all the hills. Lots of options for the new overhang pieces. At cycle 19 I feel I've barely made a dent - so much more possible things to build!
I am returnee to this game as I just played aimlessly trying to build damns. I came across your vids and have steamrolling through this series as of now. Thank you for all the game insights that you have offered so far! And another thing I love about your playthrough is that you neither do things without explaining, nor shoehorn bad corny jokes that I didn't unexpectedly signed up for. I would love to watch a hard mode on plains map with Folktails on your channel coz the badtide hits unexpectedly badly with us needing to direct two sources in there. Not sure how it still qualifies as a beginner map given I ended up with 2 badtides back to back in my early run, harming about 20 of my beavers until I could finish the sluice. But even if you can't would still watch your Timberborn vids nonetheless given there's so much to learn from you! I especially love how neat and tidy your colony looks. I have some buildings plopped haphazardly but have no idea how to work around it haha.
4:03 you dont need to put the suspension bridge on top, you can put it at the side. beavers can do stuff at all the tiles next to the bridge, so basically every bridge gives a 3 tile wide work area underneath it.
Upper dam - Add sluices at the second level to use primarily. Right above the bottom sluices, which should be shut off. This will keep a trace of water in the upper dam.
i love it! your videos are so peaceful that i'd love to fall asleep to them but on the other hand i don't want to miss anything so i need to stay awake
Nice and aesthetic bridge in video like the usual🎉🎉 but i saw you still use manual science even though youve had numbercruncher. U can redirect the beaver to do other thing
Good call out! I need to stop them and the manual power wheel in the first manufacturing district. In my first series I had some poor beaver stuck on a manual power wheel from the start of the game all the way into the last cycle, well after it wasn't needed any more!
Put two dams where the original 2 floodgates were, set sluices to open when water lower than .6 so that top reservoir fills top area only during droughts and doest pour into lower reservoir. The top layer of top reservoir should be dams so it overflows during wet season, and it overflows the other 2 dams into lower reservoir. During droughts, you only pump out of lower reservoir. Leaving top reservoir to hydrate the top only.
You know how to get trapped resources out of spaces? Use the games mechanic to move them, fill in the whole area with levies while the game is paused, as you do it will combine and move the debris to the nearest available tile. Then simply remove the unbuilt levies and your materials will be magically popped to the top
If you build a path on top of the dam up to where you want to put the blockade in they’ll build it from above. You don’t have a path close enough for them to build from above so they’re going to walk to it because it’s less distance.
@6:38, normally buildings have transfer points each unit they take up. This building is unique and only has a few transfer points, cause of its unusual architecture (ie not a boring right rectangular prism)
Nice job you are doing some of the best work for newbies following this game, I'd rather the devs sponsored you than some of the one and done creators last week. You need more badwater pumps after adding that centrifuge. There is an easy to get to channel of pure badwater just past your corn factory. You can build a reservoir there too.
he already has easy acces to bad water at the other two bad water source blocks. In a way he could plan out to build there and make use of the predictable dry periods. then he can dome them off and directly pump whatever he needs
You can see in mid and late game, some beavers are hungry and thirsty as they work. That is cause of their pathing is not near food nor water stores and they will only feed+water theirself once or twice a day. Its probably safe and sane to add a water duct, pump and tank for more remote workers. If you want to force your beavers to drink on the job. (In testing, RCE found a beaver cannot die whilst they go to and from work. Even if they have max thirst and hunger. Only until they clock out will they die. That travelling to and from work can be long enough and does suspend death in extreme cases. Not like you made any infinitely long trip for beavers to go to work. If the goal is having a higher score, then you want to mitigate negative effective effects. Hence wanting to beavers to drink and feed during the day.)
Good idea - I should really have some food/water stations scattered through the colony similar to fuel stations for bots. I've also been putting off districts in this playthrough, but some of these industrial areas may be better served as districts with food/water shipped in.
You don't seem to be cutting the oak trees near the dam fast enough, sou you could start with squaring off that corner, and building overhangs on the other side over the cliff and some more oak trees
You don't need to make the upper reservoir hold more water if you have a floodgate seperating both reservoirs. You made a mistake removing the floodgate between the the river on the top plateau and the new water reservoir with new pumping area. Those floodgates were crucial. While the new pumps are in the lower reservoir, you're effectively pumping from the upper reservoir near the source. As the river and lower reservoir are connected, pumping the lower reservoir also lowers the waterlevel in the river, forcing the sluices in the upper reservoir to let more water through.The whole upper plateau will dry out first before you're effectively pumping from the lower reservoir. Being able to pump 6 units deep isn't doing anything right now. Put the floodgates back in, then during a drought or badtide, the upper reservoir can prevent the ground on the upper plateau from drying out, while you can make use of the ability to pump 6 deep and pump from the lower reservoir. It will have to be floodgates, not sluices, because sluices don't close when water levels upstream are too low.
Thanks for the tip! I didn't call it out in the video - but I ended up doing exactly that. You can see the floodgates @ 22:08 placed right behind the water tanks at the new reservoir.
@@ZeddTheBuilder wasn't there at the timecode you said, but i rewatched the episode from there and i think i saw them in the outro? next to the farmhouse?
I've been eyeing that bad water near the south. I'm thinking of keeping it open through the dry season - connect that to some wheels, then run the power through the rest of the colony. I've been relying a lot of the engine and I hate burning all those logs that could instead go to building something!
@@ZeddTheBuilder Your lumberjacks aren't able to keep up with your oaks right now. If you take two of the treadmillers and put them on tree cutting you'll have a net benefit
timberborn starts to stink when I have 500 beavers and 500 robots. Although my graphics card runs at 7% load, similar to my processor. can someone tell me what it is? RX7800XT and 7800X3D
I know I've said this before, but whenever I watch your timber born series, I don't feel like I'm watching a playthrough, but rather a how-to. The devs should really be paying you. Keep up the great work
Thanks for the new vid, its really nice watching you play.
Regarding the draining of the old water storage: I would reinstate the flood gates at the border of the starting area towards the new water storage. That way the storages can independently feed water and the old storage doesnt have to top up the new storage and instead can keep the crops on the top pleateau irrigated.
Good idea! I forgot to call it out in the video but I did just that - you can see them at 28:08 hanging out just behind the new water tanks.
First things first, great work, I love seeing how you're handling this.
Couple of things to remember/consider changing about what you did in this ep:
1) Remember to put in the badtide blockade you scrapped at 13:00 or so.
2) Those swimming pools will only be functional for the wet season and the first week or so of a drought/badtide, as they require that dam to have the top layer be full. If you put them in a lower terrace (like the one you filled at 11:57), it'd stay available for more of the cycle. Sure, it'd be a bit further away, but... I'm not sure which you'd see as the bigger issue.
3) Build a second hauling post, make one be capped at 5 (actually, maybe 8 or so given how spread out your colony is) on high priority, and another be on lowest priority max 10. Any excess beavers can go in there, but expect it to not have a full workforce most of the time. It's just there to prevent you from having unemployed beavers without micromanaging jobs every time a beaver is born/dies or a workplace is added or removed.
As for suggestions for the next few things to work on:
4) Fluid dumps, and 3x3x3 poke holes. Each poke hole adds 800 or so usable tiles of green space, at the cost of 2 units of water per day (and you only need to put a beaver on it for a few hours every 20 or so days, it can be off for the rest of the time and just get a top-off at the start of each cycle and maybe another in the middle of a longer drought). This gives you more space for things like pine trees and a tapper's shack, a wider variety of foods, and oak trees that aren't where you want the top reservoir to expand to.
5) Pine resin and treated planks. Not just for the advanced breeding pods, the mine needs those as well, not to mention quite a few of the wellbeing things (a few monuments, things like the motivatorium, and the coffee brewery). The bots need 'em too, if you intend to go that far.
6) Mangroves. The river you had been pumping from would be the perfect spot for a bunch of mangroves to gather fruit from as an additional food source. IIRC mangrove fruit is +2 or maybe even +3 wellbeing, and it'd be close enough to the new location for the berry farm that the same gatherer flag(s) could gather both crops, to ensure minimal downtime on those beavers.
Also, you did in fact make me buy the game, and I have put about 50 hours into it already, fully completed 2 runs (one on easy to get the basics down, one on normal) and now I'm most of the way through a run on normal on a custom map I made (more or less to make sure the map is fun, and after playing it... it actually is pretty fun, and tells a bit of a story too. I may have gone a bit overboard on the scrap metal deposits though, and I should've made the base layer a few blocks thicker, the riverbed is only at height 3 so you can't really make it much deeper if you wanted to, you're forced to build it upwards). Next up, hard mode.
Great job! I know it must be a lot of work to prepare these videos, but they are really well made! keep em coming
With your new water tank with all the pumps... you can set a gate, with a 1 block wide path held up by 1 tile scaffolds with a overhang on it... throw down some sealing on the floor to make it waterproof, then at the end, have another gate... it opens a waterfall to other areas, where you have a 3x3 water hold to keep the area green.. set the end gate to keep the water hole at least 0.5-0.8 a tile and POOF!! automatic area greening! ;)
Honestly the best timberborn series I've seen.
Your videos are so peaceful
a layer of platforms can help finish and decorate your bridge! It's awesome playing with all the new stuff!
That’s a good looking bridge. Well supported.
Really well made video. You do great work. Keep going! I like that bridge to nowhere - I think it's more interesting than two long staircase. It gives me hauler highway vibe.
I agree with comment that says about fluid dumbs - you could achieve more greenspace without making more rivers and utilize these for trees since if it dries out trees don't die in few days plus you would have emergency reservoir
No big deal just the main man Zeddic crushing it yet again. Wow. What a bridge!
Rce needs to watch this episode for a bridge review, as well as a how-to on how to play the game properly without killing your beavers. LOL
it's so frustrating to see his 😭😭😭
@@bytemegga the most recent one kept having me yell "NOOOO!"
@@000622477 I've started treating his episodes as almost a test of my own observational skills and my game knowledge, by trying to see how many dumb moves can I spot in real time.
Initially my thought was to make it a drinking game, where I take a shot every time I spot one, but I quickly dismissed that idea once I thought about the fact that I'd need multiple large tanks (yes, the ones that hold 1200 units, or 240 cubic meters of liquid) to cover my drinking for a single episode.
Expecting the “incidents” is my new thing now 😅
Good episode. You forgot to add your badtide blocking Levy's
Just in time for me having a video to watch while enjoying a breakfast~
Love your videos, you have such a pleasant voice and way to talk
Ever since I discovered your channel it's been nothing but amazing work you've been putting into these videos you produce. They're so very well detailed and you explain it in a way that's easy to understand for someone who doesn't entirely know the game or just starting out playing it, I love it! Keep up the great work you're doing awesome
Thank you! I'm glad you like the videos
I don't even have this game. Your videos are so well paced and narrated that it feels like I'm playing vicariously through you! Keep it up 👍
same for me. I know for me to play this is just way to much. however his pace works for me.
It also helps that his speaking tone is not over energised.
Thanks for the upload. I also start playing on that maps after you create this series
This is a really interesting map with all the hills. Lots of options for the new overhang pieces. At cycle 19 I feel I've barely made a dent - so much more possible things to build!
I am returnee to this game as I just played aimlessly trying to build damns. I came across your vids and have steamrolling through this series as of now. Thank you for all the game insights that you have offered so far! And another thing I love about your playthrough is that you neither do things without explaining, nor shoehorn bad corny jokes that I didn't unexpectedly signed up for. I would love to watch a hard mode on plains map with Folktails on your channel coz the badtide hits unexpectedly badly with us needing to direct two sources in there. Not sure how it still qualifies as a beginner map given I ended up with 2 badtides back to back in my early run, harming about 20 of my beavers until I could finish the sluice.
But even if you can't would still watch your Timberborn vids nonetheless given there's so much to learn from you! I especially love how neat and tidy your colony looks. I have some buildings plopped haphazardly but have no idea how to work around it haha.
4:03 you dont need to put the suspension bridge on top, you can put it at the side. beavers can do stuff at all the tiles next to the bridge, so basically every bridge gives a 3 tile wide work area underneath it.
🎶🎶We're on the road to nowhere🎶🎶
You appear to have forgotten the bad water diversion diversion blocks.
Adding the flood gate would be best. Also remove the scientists now, Number Cruncher is here.
Upper dam - Add sluices at the second level to use primarily. Right above the bottom sluices, which should be shut off. This will keep a trace of water in the upper dam.
i love it! your videos are so peaceful that i'd love to fall asleep to them but on the other hand i don't want to miss anything so i need to stay awake
Nice and aesthetic bridge in video like the usual🎉🎉 but i saw you still use manual science even though youve had numbercruncher. U can redirect the beaver to do other thing
Good call out! I need to stop them and the manual power wheel in the first manufacturing district. In my first series I had some poor beaver stuck on a manual power wheel from the start of the game all the way into the last cycle, well after it wasn't needed any more!
Woahh I found a 12min video! I was complaining the other day to myself that there was not another video lol!
I just searched up your channel to see if you uploaded or not and found this
I am really luck to be the first one to comment 😄
Put two dams where the original 2 floodgates were, set sluices to open when water lower than .6 so that top reservoir fills top area only during droughts and doest pour into lower reservoir.
The top layer of top reservoir should be dams so it overflows during wet season, and it overflows the other 2 dams into lower reservoir.
During droughts, you only pump out of lower reservoir. Leaving top reservoir to hydrate the top only.
You know how to get trapped resources out of spaces? Use the games mechanic to move them, fill in the whole area with levies while the game is paused, as you do it will combine and move the debris to the nearest available tile. Then simply remove the unbuilt levies and your materials will be magically popped to the top
If you build a path on top of the dam up to where you want to put the blockade in they’ll build it from above. You don’t have a path close enough for them to build from above so they’re going to walk to it because it’s less distance.
I look forward to these Steeltide videos!
@6:38, normally buildings have transfer points each unit they take up. This building is unique and only has a few transfer points, cause of its unusual architecture (ie not a boring right rectangular prism)
Nice job you are doing some of the best work for newbies following this game, I'd rather the devs sponsored you than some of the one and done creators last week. You need more badwater pumps after adding that centrifuge. There is an easy to get to channel of pure badwater just past your corn factory. You can build a reservoir there too.
he already has easy acces to bad water at the other two bad water source blocks. In a way he could plan out to build there and make use of the predictable dry periods. then he can dome them off and directly pump whatever he needs
Nice another great episode
You can see in mid and late game, some beavers are hungry and thirsty as they work. That is cause of their pathing is not near food nor water stores and they will only feed+water theirself once or twice a day. Its probably safe and sane to add a water duct, pump and tank for more remote workers. If you want to force your beavers to drink on the job.
(In testing, RCE found a beaver cannot die whilst they go to and from work. Even if they have max thirst and hunger. Only until they clock out will they die. That travelling to and from work can be long enough and does suspend death in extreme cases. Not like you made any infinitely long trip for beavers to go to work. If the goal is having a higher score, then you want to mitigate negative effective effects. Hence wanting to beavers to drink and feed during the day.)
Good idea - I should really have some food/water stations scattered through the colony similar to fuel stations for bots. I've also been putting off districts in this playthrough, but some of these industrial areas may be better served as districts with food/water shipped in.
@@ZeddTheBuilder I like your single district builds. They are smart and you show how far a colony can grow if you path directly outwards.
You don't seem to be cutting the oak trees near the dam fast enough, sou you could start with squaring off that corner, and building overhangs on the other side over the cliff and some more oak trees
Great as always
Impermeable floors on top of your sluice gates so it doesn't spread out like that
I whould expect it to prepare a epic drought. To many low drought and them bam a epic length drought. That what i whould do.
We need a Bridge Review from RCE asap!!
You don't need to make the upper reservoir hold more water if you have a floodgate seperating both reservoirs.
You made a mistake removing the floodgate between the the river on the top plateau and the new water reservoir with new pumping area.
Those floodgates were crucial. While the new pumps are in the lower reservoir, you're effectively pumping from the upper reservoir near the source. As the river and lower reservoir are connected, pumping the lower reservoir also lowers the waterlevel in the river, forcing the sluices in the upper reservoir to let more water through.The whole upper plateau will dry out first before you're effectively pumping from the lower reservoir. Being able to pump 6 units deep isn't doing anything right now.
Put the floodgates back in, then during a drought or badtide, the upper reservoir can prevent the ground on the upper plateau from drying out, while you can make use of the ability to pump 6 deep and pump from the lower reservoir.
It will have to be floodgates, not sluices, because sluices don't close when water levels upstream are too low.
Thanks for the tip! I didn't call it out in the video - but I ended up doing exactly that. You can see the floodgates @ 22:08 placed right behind the water tanks at the new reservoir.
@@ZeddTheBuilder wasn't there at the timecode you said, but i rewatched the episode from there and i think i saw them in the outro? next to the farmhouse?
At this point you might want to consider an Integrated power network. You've still got beavers wasting their time pushing a treadmill
I've been eyeing that bad water near the south. I'm thinking of keeping it open through the dry season - connect that to some wheels, then run the power through the rest of the colony. I've been relying a lot of the engine and I hate burning all those logs that could instead go to building something!
@@ZeddTheBuilder Your lumberjacks aren't able to keep up with your oaks right now. If you take two of the treadmillers and put them on tree cutting you'll have a net benefit
pls upload more , it feels boring until you post
timberborn starts to stink when I have 500 beavers and 500 robots. Although my graphics card runs at 7% load, similar to my processor. can someone tell me what it is? RX7800XT and 7800X3D