Please make sure to pause the forester that is near the chestnut trees. All the trees over there will never be cut down and therefore never have to be replaced. Small change, but it saves you a beaver!
→ 25:52 I'm not sure why this rubble on the warehouse creates a headache for you? Just place another building there (e.g. a pile or warehouse) to push the rubble down, then delete it, just as you've done before. → You should still have some pile of logs near the bakeries. Doesn't need to be a large one, a small one set to obtain could be enough.
I’m under the impression that the shorter episodes keep you and the colony more focused, not trying several things at once and by that avoiding construction bottlenecks
25:29 the reason these potatoes are dry is because of bad sluice settings keeping your keeping your water level low which decreases arable land and water storage. I would also increase the water level for your aquatic farm by replacing the dams with levees and changing the sluice settings. Storage piles are now stackable thanks to overhangs so you can store a lot of wood in a small space.
The mom & pop shops I was referring to are a special type of mixed zoning they have in Chicago and other places. The street side ground floor is a storefront or office, the back of the ground floor is storage and a half bath, the 2nd floor is a 1 bedroom apartment, there is sometimes a garage/storage/guest bedroom in the backyard, fronting an alley . The shopkeep [usually a couple, hence the name] lives upstairs and rolls out of bed to work. My Idea was to do something similar: instead of a full segregated residential district, have 1 lodge per 6 jobs, by the jobs, preferably with the storage for said job on top and behind the lodge and the jobs on the top floor. So for example, you could move 3 lodges [or 2 lodges and some small log storage for the grills and bakeries], and the 3 bakeries to the top of the 3x3 storage complex, with their doors sharing a path covered with platforms, and put the 3 grills on top of the lodges, to make a compact food production station, and hopefully the beavers that work in those 9 buildings live in those 12-18 beds, with room for growth. Same with your hauling posts, build them on top of their own lodges 6 haulers = 6 beds. This way, even if the beaver pathing isn't advanced enough to make them sleep in the closest bed to their work, by having working neighborhoods with 1 bed per job, you know you have enough beavers for all your jobs.
Skye Storme has a video called EFFICIENT VERTICAL STORAGE DESIGN which can be done vanilla which easily fits 8 or more large storages in a 9x6 space. The stairs are integrated into the structure. Following the design, you can theoretically build vertically and put as many warehouses as you want.
Couple of things. Having a building ontop of a vertical shafts gives you the most flexibility going forward. Also that rubble on top of the warehouse will bug people xD
you could do the raw ingredients under and the food on top because you dont have as much food as raw ingredients and you could build some residents on top of that so they would have easy access to food
Lovely to see the large warehouse improvements 😁 the inventors can really go anywhere out of the way, and maybe only have a couple just to get the science to unlock the observatory. Looking forward to explosives 🧨😄
I think it would be a bit more efficient if you'd stack some storage and work stations together. Like with the mills, have the things they produce below them. Plus it looks solid as well!
Not in Folktales... but you can build a big reservoir, sluces at the bottom, then power wheels on the outflow and effectivity use the reservoir as a giant battery bank.
I learned that you can put the overhangs over the top of farm crops you should try to cover the crops and raise your housing and get more land for more crops
42:27 Something that would be cool to do later would be an aqueduct linking this source to the place with the Maples, so you wouldn't need a beaver there during the good season.
if you build wood storage, you can use the overhanging platforms and stack several of them on top of each other 😉👍 you can figure out how you want to build it yourself but I would use 2-4 platforms and place overhangs on two towards each other then build the overhangs on them and over the building I want to build on can be used on all buildings you can build many levels with water storage wood storage or industrial buildings can be used over fields so you can grow food at the bottom have storage above and industry above and more storage at the top or however you like
Watching, but a nice little spot for another route to storage is the space between the inventors and farmhouse by using the platform under the powerline (probably have to rebuild that platform cus its 2 high when you only need 1.
16:00 I would still suggest putting a shaft linking the buildings on the other side of the river, so the network remains connected when you demolish these pieces to build something else. I like redundancy.
Enjoying the series. It was nice to see power system and batteries from last episode in action. I think you should focus on getting explosives next, seems like there's a lot of use for them
25:04 yet another reason to empty storages before deleting them. Let's put the reasons for emptying/not emptying before deleting. *Reasons for emptying storage before deleting:* 1 Looks nice 2 Faster 3 Less lag 4 Builders doesn't get bogged down with hauling things from the ground instead of building 5 Resources don't end up in in accessible places. 6 utilize the haulers more efficiently 7 (probably forgetting a few) *Reasons for **_not_** emptying storage before deleting:* (none*) Quiet clearly no reason to not empty the store before deleting 😉 *in some extremely rare examples ther may be impossible to build a temporary storage to put the goods in during reorganization. But it's so rare that it never happens in reality.
In this case, one reason to delete first would be because you'd need to add storage somewhere else to get the stuff inside, empty, demolish, buid the definitive storage and then move things again. But in general I agree with most of your points.
He built a new log storage around the 41min and 42min time frames and then he deleted the one he placed around the 41min time in order to place more storage. He removed a log storage, built 2 more and then removed 1 of the 2 that he added. So it will not be apocalyptic but it could still cause some issues based on the locations. Bit we shall see
Do me a favour… Leave everything on the ground that can’t be picked up. Plz!!!! I want to read all the comments about stuff being needed to be picked up
Please make sure to pause the forester that is near the chestnut trees. All the trees over there will never be cut down and therefore never have to be replaced. Small change, but it saves you a beaver!
→ 25:52 I'm not sure why this rubble on the warehouse creates a headache for you? Just place another building there (e.g. a pile or warehouse) to push the rubble down, then delete it, just as you've done before.
→ You should still have some pile of logs near the bakeries. Doesn't need to be a large one, a small one set to obtain could be enough.
The front is a better current place for your gravity batteries. At the top of the dam, facing down stream. No dynamite required.
I’m under the impression that the shorter episodes keep you and the colony more focused, not trying several things at once and by that avoiding construction bottlenecks
26:30 You could have placed building ghosts on top of the warehouses, to force the rubble down.
Yeah, that panic was surprising.
Thought I was the only person who called them "construction ghosts" lol
25:29 the reason these potatoes are dry is because of bad sluice settings keeping your keeping your water level low which decreases arable land and water storage. I would also increase the water level for your aquatic farm by replacing the dams with levees and changing the sluice settings. Storage piles are now stackable thanks to overhangs so you can store a lot of wood in a small space.
The mom & pop shops I was referring to are a special type of mixed zoning they have in Chicago and other places. The street side ground floor is a storefront or office, the back of the ground floor is storage and a half bath, the 2nd floor is a 1 bedroom apartment, there is sometimes a garage/storage/guest bedroom in the backyard, fronting an alley . The shopkeep [usually a couple, hence the name] lives upstairs and rolls out of bed to work.
My Idea was to do something similar: instead of a full segregated residential district, have 1 lodge per 6 jobs, by the jobs, preferably with the storage for said job on top and behind the lodge and the jobs on the top floor. So for example, you could move 3 lodges [or 2 lodges and some small log storage for the grills and bakeries], and the 3 bakeries to the top of the 3x3 storage complex, with their doors sharing a path covered with platforms, and put the 3 grills on top of the lodges, to make a compact food production station, and hopefully the beavers that work in those 9 buildings live in those 12-18 beds, with room for growth.
Same with your hauling posts, build them on top of their own lodges 6 haulers = 6 beds.
This way, even if the beaver pathing isn't advanced enough to make them sleep in the closest bed to their work, by having working neighborhoods with 1 bed per job, you know you have enough beavers for all your jobs.
Skye Storme has a video called EFFICIENT VERTICAL STORAGE DESIGN which can be done vanilla which easily fits 8 or more large storages in a 9x6 space. The stairs are integrated into the structure. Following the design, you can theoretically build vertically and put as many warehouses as you want.
Lmao. Just saw that video as well, because I was looking for ways to stack them myself.
having dynamite would help keep it cleaner, but nothing says you cant just do it vertically off the ground
@@jasonjazzz5 yeah, the pattern is repeatable so you could really stack them up to the height limit if you wanted.
@@wm-nu1yfI have in my last update 4 map. It was stacked ridiculously high.
Hope your travels are going well! Looking forward to new vids. Thanks for the content on your travels!
Still need log storage for the bakeries 😂
Couple of things. Having a building ontop of a vertical shafts gives you the most flexibility going forward.
Also that rubble on top of the warehouse will bug people xD
you could do the raw ingredients under and the food on top because you dont have as much food as raw ingredients and you could build some residents on top of that so they would have easy access to food
The wheat flower storage is where the chestnut storage wnet
You caught it 👍
I would really recommend making the log storage closer to the plank makers maybe a bridge across the aqueduct.
Or even place plank storage closer to plank production. Your workers are spending most of their time delivering planks instead of producing them!
Lovely to see the large warehouse improvements 😁 the inventors can really go anywhere out of the way, and maybe only have a couple just to get the science to unlock the observatory. Looking forward to explosives 🧨😄
I think it would be a bit more efficient if you'd stack some storage and work stations together. Like with the mills, have the things they produce below them. Plus it looks solid as well!
If you dome the bad water….. you can make a continual power source by leaving it open.
That's only for the Ironteeth.
The Folktails don't have that option.
Not in Folktales... but you can build a big reservoir, sluces at the bottom, then power wheels on the outflow and effectivity use the reservoir as a giant battery bank.
I learned that you can put the overhangs over the top of farm crops you should try to cover the crops and raise your housing and get more land for more crops
42:27
Something that would be cool to do later would be an aqueduct linking this source to the place with the Maples, so you wouldn't need a beaver there during the good season.
if you build wood storage, you can use the overhanging platforms and stack several of them on top of each other 😉👍
you can figure out how you want to build it yourself but I would use 2-4 platforms and place overhangs on two towards each other then build the overhangs on them and over the building I want to build on
can be used on all buildings you can build many levels with water storage wood storage or industrial buildings
can be used over fields so you can grow food at the bottom have storage above and industry above and more storage at the top or however you like
Extract is for terraforming diggers and deep dynamite.
38:26
If you add platforms over the path and you move the lodge near the storage, you can put the stairs there.
Watching, but a nice little spot for another route to storage is the space between the inventors and farmhouse by using the platform under the powerline (probably have to rebuild that platform cus its 2 high when you only need 1.
16:00
I would still suggest putting a shaft linking the buildings on the other side of the river, so the network remains connected when you demolish these pieces to build something else.
I like redundancy.
No idea how or when I became a member but I am enjoying it 😂
Enjoying the series. It was nice to see power system and batteries from last episode in action. I think you should focus on getting explosives next, seems like there's a lot of use for them
Secondly, showers.
And third….
Feet…
.
.
.
.
.
.
.
No, I meant Showers
My bad
Yes, a proper shower tower.
@@skrymerU Тhis is the way.
There's some junk on the maple pastries warehouse.
🐸!
I believe you did not assign a storage for grilled spadderdock in the main district.
I would have waited on the Maple tank until you unlocked the large tank
Tip: get some Medical beds build. the Amount of Berbers who are insured is concerning
the ladder mod is just added to the steam workshop
Man I love your videos
Maby build an industrial store on overhangs sticking out from cliff behind the food storage at that place up there.
Can you build an under ground storage on overhangs? It would be absolutely broken, but fun 😊
Inventor huts are so close. They can be far. They wast most valuable land. I place them near orange road. So they are not so far
25:04 yet another reason to empty storages before deleting them. Let's put the reasons for emptying/not emptying before deleting.
*Reasons for emptying storage before deleting:*
1 Looks nice
2 Faster
3 Less lag
4 Builders doesn't get bogged down with hauling things from the ground instead of building
5 Resources don't end up in in accessible places.
6 utilize the haulers more efficiently
7 (probably forgetting a few)
*Reasons for **_not_** emptying storage before deleting:*
(none*)
Quiet clearly no reason to not empty the store before deleting 😉
*in some extremely rare examples ther may be impossible to build a temporary storage to put the goods in during reorganization. But it's so rare that it never happens in reality.
In this case, one reason to delete first would be because you'd need to add storage somewhere else to get the stuff inside, empty, demolish, buid the definitive storage and then move things again.
But in general I agree with most of your points.
I would like to see the turning/spiral stairs. Not that you need to use them I just want to see it
Eeeeeeek!! You forgot to rebuild the log storage at the end!!! we're all gonna die!! :p
He built a new log storage around the 41min and 42min time frames and then he deleted the one he placed around the 41min time in order to place more storage. He removed a log storage, built 2 more and then removed 1 of the 2 that he added. So it will not be apocalyptic but it could still cause some issues based on the locations. Bit we shall see
@@Bama_Boy Me thinks my text didnt convey the joking as well as intended
Also plank storage is v less. Alway need more
You should delete the small water tank for a platform to put the agora 1 block over.
Isn't the small tank on a lower level?
Hurry up and wait :P
Do me a favour…
Leave everything on the ground that can’t be picked up.
Plz!!!! I want to read all the comments about stuff being needed to be picked up
First off; first