TIMBERBORN | UPDATE 7 | FIRST LOOK 3D TERRAIN ZIP LINES ETC
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- เผยแพร่เมื่อ 10 ก.พ. 2025
- Let's take a look at update 7.
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Thanks for the testing and showing the new features.
And crops already grew when covered before. There were quite a lot of people building covered and even underwater farms with update 6.
Yes, I think a lot of people were wondering if with the new 3d terrain that might change. I didn't expect it but felt I should test it
I am so ready to turn my beavers I to flying squirrels.
I think that's one of the things I want to mess with most, even if it's not the quickest new thing
@DisTurbedSimulations My guess is that it's a way to mitigate and eventually replace/supplement the district system..
Flying beaver supremacy
@@Phoenix-fromash Ride of the Valkyries but with beavers.
Omg, such fun additions to the game! Can’t wait to test them out as well! ❤
Also, it looks like the path calculations with tubes work differently. The lumberjack flag was on the 38th tile, but it didn’t seem to be placed that close on the map
I would expect given the speed difference they are treated differently.
@@DisTurbedSimulations or tube tiles aren't count at all
The tube system seems to be like the power transfer shafts, with connectors to split/join multiple tubes and straight for point to point transfer
With the difference that the connectors are created automatically, so almost like having 5-way (or 6-way, for the solid ones) connectors everywhere.
More like paths, as you don't need to select a number of connections ahead of time.
unfortunately the pipe stations have roofs so you can't use them as an elevator trivially (need to stagger them with overhangs), but its still quite amazing for skyscrapers
What a great update D/S I did mention about putting dirt on top a couple of months back and now it’s happened 🤣 I was thinking how far do the zip lines go or how far is 30m on a map and will they go up hill questions questions trust me but it looks really cool and a very nice addition to the game 👏👏👍👍⭐️⭐️⭐️⭐️⭐️
@peterclarke3300 yeah lots of questions still. I did think about going back and looking at the zip lines more.
@ i did like those 👍
I would like a little balance in this) I liked Timberborn until the moment when you could just blow up entire mountains and turn any map into any other. And this shouldn’t happen here, that is, for such buildings it would be nice to make additional conditions in the form of lighting and the presence of water at the level, and not so that the megatower can be powered by a puddle
Actually liking the folktale version more, maybe I'll be more excited for this faction
Yeah I think the folktails one offers lots of cool options.
Test irrigation distance for raised gardens.
Was that last house actually connected with the tubes or is a station needed at each end?
What is height difference on ziplines. How steep can they go? Maximum distance apart?
@@darthgbc363 dev mode is available for all :)
The house was not connected (and the door was blocked).
Re the house, it was never intended to be connected to the network, it was just a building to build paths over, you need a station for them to exit a tube.
Cool video. It looks like the zip lines and tubes should make it less necessary to have multiple districts on big maps. Should be fun. The terrain blocks on platforms solves a big problem I had in update six when trying to make natural fountains, so that's pretty cool as well. I guess it's time for me to fire up Steam.
Yes, possibly more so the ironteeth with +300% travel speed. Will definitely make maps smaller
I hope they will come up with something similar for resources. But it’s as if the developers went towards more casualness, where your entire map is 1 district. And instead of helping interaction between different areas, they simply made it so that you can do without them altogether.
update: They can still carry resources through them, so that's cool
Yes they can carry resources, in both tests I did they are set up so they are carrying resources.
I think you can put dirt ontop of paths now to make tunnels 16:25
@notabandicoot5227 you can put it on platforms, there is some of that as I blocked off the farms.
Yeah I did see that. Just thought I saw it being able to put almost directly onto the path itself during the preview. But I could very much be wrong. I am good at it 😅
You probably should have tested the irrigation spread a bit more. With the pond up top the top layer gets the maximum area of irrigation, but do lower connected areas get the same area? Your overhang area was too small to really know this.
I'm also curious about leaks. Does dirt act as an impermeable barrier? You had the water sit on impermeable tiles, so obviously no leaks, but what happens when it's dirt seperating a body of water with the structure below?
All good points, there were other things I forgot to test too.
In lieu of ladders you can build 6x2 staircases using stairs and platforms.
Yes you can.
Underground farms seems a bit overpowered. Needs at least some light source in there.
You can choose not to use them :)
i feel like the zipline suits iron teeth more and tubeway suits falktails more.. and they should add some kind of requirement for these to work like power conection is needed for zipline which suits iron teeth since they are more power focused faction and water connection or flow for tubeway to work this will suit folktails more since they are more farming based faction so u need to save up a lot of water compared to iron teeth.. anyway they should add some kind of requirement for this travelling system to work so that it will remain late game feature since in late game only we create new district or travel to the far sides of the map and i think it will balance the game properly..
I disagree, the tubes are more high tech which is definitely ironteeth. but the ziplines needing power is maybe an idea but I think the devs want to make them accessible. Remember this is still experimental branch, things can and will change.
@DisTurbedSimulations @DisTurbedSimulations yes changes will happen.. yeah maybe what u say is right but seeing zipline rotate clearly remaids one about turning gears which is more suited for iron teeth in my perspective but anything is fine it is a great concept.. and remember folktail bots don't use power so usually when people play with folktails they don't focus on power production much (I have played mostly in that way).. so if they add power requirement to zipline then we have to focus on power more which makes the gameplay for both factions more similar.. I personally think that the way we approach both factions in a different way is what makes them feel necessary.. choosing faction is like what playstyle u want to play i feel like this will playstyle becomes more similar.. and remember folktails don't have badwater gate which gives badwater even during drought so mostly we have to depend on windmills for power..
yayyyyyy, new video to watch. lets start
Hi
Does Zip line house need power?
I saw they spin and rotate the rope but no power connection , weird.
And rope doesnt go around circle on top thats looks like pully ,i need cloder look .
It does not need power, and you can switch to the experimental branch and explore yourself easily enough :)
@DisTurbedSimulations thank you,i dont have pc (or ps or xbox).
But it make sense to need power
Super cool video, but how you can build instantly? Is it a mod? This is super useful to try things out
@samerammari2240 as I explain in the video, I'm using developer mode and you then hold down the control key while clicking