I do like water extention to use pipe outlet to take water from the river and fill a basin or water crop area 😁 it also have a fixed irritation tower for Folktail and and bigger tank and deep sea pump to place in your dam under water 😁
Those extended floodgates and remote control feels very immersion breaking, it shouldn't work the way it does. I'd rather mod the power shafts to control floodgates with some kind of buoy device. Power shafts fed by constant motion (like generated power) would keep the gates open and the buoy could apply a fixed amount of forward and reverse power to the shaft to open/close based on water level. You could even hook some water wheels to open the floodgates as soon as there's water flowing so you'd have some basic level control before you build the buoy
@@Netherdan you don't have to use them if you don't like them. I have the mod installed and in late game on a big map I'm happy not having to micromanage all the damn each drought.
I just got an idea how to make a vanilla flood gates work with very tall dams: Just like real dams! You just place a few dam blocks at the bottom of the levee wall, and then put flood gates in front of them! (Best use 2 tall flood gates, so it doesn't flow out). I'll try this later, hopefully works!
Extended architecture is very nice. You can use that to build one structere over other. I like tu use that with ironteeth anb build stackable breeding pods
Didn't know thunderstore worked with timberborne. I'll be glad to start using it as I'm getting to my endgame for my first real map(massive golem empire)
I do doubt you need to connect all floodgates to the stream gauge if you set the gates have the same settings as the one next to it. Then all gates should switch with the one that is controlled by the stream gauge
I thought so too but in this version of the mod i had to connect every floodgate to the stream gauge. I agree with you, it would be as in base game, hopefully modmaker can add that
one thing, bildings connect each other to the network, i.e. for 1 row of buildings you only need 1 power connection to 1 building, same for the batteries
I feel like some of these things can be the basis for new factions. Honestly, I feel like Timberborn could have 2 more factions. Ivory Paws could have aqueducts and additional water control methods. Dust Furs could focus on verticality, tunneling, and transportation. Ivory Paws could be worshippers of water with a more Roman influence, while Dust Furs give you Wild West vibes.
That staircase should be vanilla. Do you have any idea how often I have a problem with stacking buildings purely because the straight stairs are a pain in the ass?
This is the only limitation of using GeForce Now's remote rigs - I can't install mods like these. Some of these would really solve the problems I have, especially the extended flood gates. It would be okay if floodgates could go on top of platforms so you can build a tier system.
1:55, no flood gates are abs forbidden as far as I'm concerned, the tunnels I don't really need either, stairs do me fine as they achieve the same range anyways
@@itszeeeti They require interaction from a user to manage the colony's water, instead of thinking "let's make this so I can move water every time I need more" think "how can I hold make use of the held back water?" levees, dams and automated water pumps are really helpful in that regard, levees to make a huge reservoir, dams to let out the overflow, and pumps to move the water from the bottom of the reservoir to somewhere outside. For example with farms I always just levee up the rivers edge to create walls to store more water behind, 3 or 4 high and even the 30 day droughts don't dry up my farms, for drinking water just need to move the reservoir water from the bottom to a pool for pumps at the top that has a dam to let the overflow back into the reservoir, at no point are floodgates ever needed for long term solutions, only a short term, like when you're building a new path for the river but aren't yet ready to make it permanent, rather, what I need instead of super tall floodgates is super tall levees
@@itszeeeti And what's not pretty about the existing ones? rather they look better than the curved ones in many cases, not all mind you but they look good enough even then
Does anyone here has any idea where I could use commands to increase the District radius from whatever to the whole map? I just hate this whole idea of separating your QT beavers then micro-managing each district’s resources and the unemployed. I just wanna build, increase population and hoard more and more supplies for droughts. 😩😩
TH-camr "jc the beard" apparently found "path extension" mod ( in his video 8 days ago #1 of aesthetics & mods series at ~ 2 1/2 minutes is the list of mods he is using in that series)
Do you use mods on Timberborn? If so what mods are your favorite?
I do like water extention to use pipe outlet to take water from the river and fill a basin or water crop area 😁 it also have a fixed irritation tower for Folktail and and bigger tank and deep sea pump to place in your dam under water 😁
I was going to put it in video but the game crashed all the time. Had to remove it. Wish it worked, its really usefull mod
@@itszeeeti Wierd plz send logs to me (you find discord link at any of my mods😉) because i have not gotten report of that problem from anyone else.
It could be if you set multiple flood gate triggers and have then linked that game behave bad/crash.
Whoa. I didnt even know that mods exists for timberborn :O
Awesome. I will install all of these you showed us except the second one
I was surprised aswell. Hopefully modders create more amazing things. Enjoy mods 🙂🙂
Those extended floodgates and remote control feels very immersion breaking, it shouldn't work the way it does.
I'd rather mod the power shafts to control floodgates with some kind of buoy device. Power shafts fed by constant motion (like generated power) would keep the gates open and the buoy could apply a fixed amount of forward and reverse power to the shaft to open/close based on water level. You could even hook some water wheels to open the floodgates as soon as there's water flowing so you'd have some basic level control before you build the buoy
@@Netherdan you don't have to use them if you don't like them. I have the mod installed and in late game on a big map I'm happy not having to micromanage all the damn each drought.
God these mods are heavenly. Should all be included in vanilla.
They are fantastic! Hopefully some show up in vanilla
More than half of them are in vanilla now as of update 6. 😁
the secret to get all the science points you want is build as many inventor huts as possible.
true but it doesn't seem reasonable to cost that much
I just got an idea how to make a vanilla flood gates work with very tall dams: Just like real dams!
You just place a few dam blocks at the bottom of the levee wall, and then put flood gates in front of them! (Best use 2 tall flood gates, so it doesn't flow out).
I'll try this later, hopefully works!
Ohh thats clever! How did it go?
Extended architecture is very nice. You can use that to build one structere over other. I like tu use that with ironteeth anb build stackable breeding pods
Nice tip. I dont know how i missed Extended architecture mod. Thanks man!
Didn't know thunderstore worked with timberborne. I'll be glad to start using it as I'm getting to my endgame for my first real map(massive golem empire)
Thunderstorm works well and now there is support with mod.io.
@@itszeeeti I play Risk of Rain 2 Modded so I'm familiar with it already. Just wasn't familiar with this game having mods through it
I do doubt you need to connect all floodgates to the stream gauge if you set the gates have the same settings as the one next to it. Then all gates should switch with the one that is controlled by the stream gauge
I thought so too but in this version of the mod i had to connect every floodgate to the stream gauge. I agree with you, it would be as in base game, hopefully modmaker can add that
@@itszeeeti If you have link to another floodgate checked, only one floodgate needs to be linked to stream gauge !
I didnt see that. Thanks :)
one thing, bildings connect each other to the network, i.e. for 1 row of buildings you only need 1 power connection to 1 building, same for the batteries
Thats correct! I didnt know that when I made the video
@@itszeeeti nice to see a reply from the channel! thanks!! also have you checked out factorio or satisfactory in recent years?
@@TheAL9090 I know what they are about but havnt played them much.
I feel like some of these things can be the basis for new factions. Honestly, I feel like Timberborn could have 2 more factions. Ivory Paws could have aqueducts and additional water control methods. Dust Furs could focus on verticality, tunneling, and transportation.
Ivory Paws could be worshippers of water with a more Roman influence, while Dust Furs give you Wild West vibes.
Those are very good ideas. I like them a lot.
man just like another conment of this video, these mods are godlike and heavenly
Absolutely!
if you stack house's you can bring the power up high to where you need it then you don't need power shafts
That doesn't work in update 3 🙁
A little disappointed you didn't include RealCivilEngineer's boosh mod
What now? Can't find his mod anywhere. What am I missing
That staircase should be vanilla. Do you have any idea how often I have a problem with stacking buildings purely because the straight stairs are a pain in the ass?
I agree! I have to think how I build stairs before I start stacking buildings
Amazing. I need to watch some videos about damn building. In the early hasn't I can never retain population in the plains map on normal.
Keep playing and you will learn tricks to survive draught
Tell me if you have a video on how to install a mod manager and mods
Hey, I do have a video on how to install mod manager and mods though it th-cam.com/video/-bOrw3IiTOw/w-d-xo.html
This is the only limitation of using GeForce Now's remote rigs - I can't install mods like these. Some of these would really solve the problems I have, especially the extended flood gates. It would be okay if floodgates could go on top of platforms so you can build a tier system.
Didn't know that. You don't like using levee?
@@itszeeeti I want floodgates to be taller, so I can have 6 levels of water that I can slowly tap into
Thanks for the info!
Glad i could help :)
1:55, no flood gates are abs forbidden as far as I'm concerned, the tunnels I don't really need either, stairs do me fine as they achieve the same range anyways
Why are floodgates forbidden? And sometimes we want pretty stairs
@@itszeeeti They require interaction from a user to manage the colony's water, instead of thinking "let's make this so I can move water every time I need more" think "how can I hold make use of the held back water?" levees, dams and automated water pumps are really helpful in that regard, levees to make a huge reservoir, dams to let out the overflow, and pumps to move the water from the bottom of the reservoir to somewhere outside. For example with farms I always just levee up the rivers edge to create walls to store more water behind, 3 or 4 high and even the 30 day droughts don't dry up my farms, for drinking water just need to move the reservoir water from the bottom to a pool for pumps at the top that has a dam to let the overflow back into the reservoir, at no point are floodgates ever needed for long term solutions, only a short term, like when you're building a new path for the river but aren't yet ready to make it permanent, rather, what I need instead of super tall floodgates is super tall levees
@@itszeeeti And what's not pretty about the existing ones? rather they look better than the curved ones in many cases, not all mind you but they look good enough even then
where do you get the mods from? I don't see them in the steam workshop.
If you havnt found them yet, they are at mod.io / timberborn
@@itszeeeti thanks for the info.
I hope they enable steam workshop for the game. It would change the way people play.
I hope so too. That would make everything so much easier
Well other than the power shaft... Every other mod will make the game very easy I feel. I like the existing difficulty level
I agree, thats why i like mods. It gives us freedom to do what we want in games
why do you have power shafts on top of your structure if you put the batery's against each udder front,back,left and right it al wil connect
Mistakes were made and we learned something new 🙂
can some1 tell me how to add mods?
You found my video on how to add mods :D
For those who want to know th-cam.com/video/yTgV2ZYHEQM/w-d-xo.html
title says top 5 mods, but screen picture says top 3?
😂🤣😂🤣 OMG Can't believe i missed that. Thanks for telling me :)
@@itszeeeti no problem lol
How do you add mods when playing on Steam?
Hey, i used thunderstore.io and now there is mod.io support as well
How do you instant build? Is that a mod too?
Its a mod called "creative mode"
@@itszeeeti where do i install the creative mode mod
How do you install these mods in the game?
Link to each mod is in the description.
How you install modes?
Hey, i just made a video on how to install mods th-cam.com/video/-bOrw3IiTOw/w-d-xo.html
@@itszeeeti thanks
Vart hittar du mods? Hur "installerar" du modsen i spelet?
Hej, alla länkar finns i beskrivning av videon
I hope these mod added on vanila version.
That would be awesome
@itszeeeti what Mod Manager do you recommend?
i have been using thunderstore.io and it works well
What map is that?
Its "Plains 256x256(Recommended)". Its first map when you create a new world
@@itszeeeti oh thanks
WOW
Thanks man :)
Does anyone here has any idea where I could use commands to increase the District radius from whatever to the whole map?
I just hate this whole idea of separating your QT beavers then micro-managing each district’s resources and the unemployed. I just wanna build, increase population and hoard more and more supplies for droughts. 😩😩
I have not seen any mod or commands to increase district radius
@@itszeeeti Darn it! 😣😣
TH-camr "jc the beard" apparently found "path extension" mod ( in his video 8 days ago #1 of aesthetics & mods series at ~ 2 1/2 minutes is the list of mods he is using in that series)