Badtide diversion construction begins! Timberborn Update 6 Episode 03
ฝัง
- เผยแพร่เมื่อ 26 มิ.ย. 2024
- We're going to need to build some sort of solution for the badtides. This map only has clean water sources in one place and when it turns sour during a badtide, it's going to wreak havoc on our farms if we don't have some convenient way of shoving it somewhere else. Let's get to work!
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34:30 Maybe put the sluice gates underneath the levees? 41:35 Yay -- but you should put them all the way at the bottom so they can let through water immediately after a drought.
Probably the best option from an efficiency perspective... But consider how cool it will look to have water pouring down from halfway up the wall of levees!
You're overthinking it dude. Just after the two water sources combine, place gates and levees. Set them up so the bad water overflows over the edge and meets up with other bad water stream. And on the point of having no resources to build this, you don't need metal right now.
40:30 Sluce blocks go on the bottom! Not the top, or the middle
Hes never mined/panned for gold its apparent. Lol
i would get on tree farms immediately, plant some birches and pines along with loads of oaks. trees are more important than aquatic farms, fill up that little pond on the upper level and make it a tree farm. once youve done your most important building u can always make an aquatic farm somewhere else with dynamite!
All stuff we'll be working on soon!
Firstly, thank you JCB for spoiling us with like a gazillion update 6 episodes in such a short space of time. With regard to bad water diversion, could you use the weirs on the right-side of the dam wall and set them to allow badwater out? You would have to clear the obstruction in the valley below, and possibly create a small wall to prevent backflow towards the village, but then maybe the dam doesn't have to be so high. Hope that all makes sense.
That could work. But since these are the only two sources of fresh water on the map, I think it's more important to have a sizeable reservoir we can pump from as the colony continues to grow. I have some plans to divide this reservoir up, also, so that the badwater can't get into the entire thing. Maybe a series of channels inside of it that close off when badwater comes in or something. It'll make more sense when I show you guys in the videos
2:00 it is easier to reroute the bad water to the right and down, you're dams only need to be one, maybe two high and remove the blocks behind the pine trees so the bad water can flow away
You should be planning the giant badwater bypass aqueduct from the two water sources over to the badwater source you need to block from flowing into the river after the base
After you have diverted the water from entering the river, which should be done ASAP, you can then increase the water reservoir
I've messed with the sluice gates and the normal floodgates, and you can place the floodgates on top of the sluice gate. What I like to do is place the sluice at the bottom of the dam, and then put the floodgates at the top of the dam. You can then play with the settings on the sluices for when they open/close, such as when the water downstream is lower than you want it to be, as well as still having a full reservoir controlled by the floodgates.
That's cool! Probably too complicated of a solution for me to use without it turning into an absolute disaster of math, but it's good to know that's possible
35: 20 Had a little WB moment when you placed the path right as the berries got removed "Ho lucky guy they didn't spread before he pathed" and then realized it's not a bramble fight
😂
you can block off teh constant bad water thats ruining the trees you removed fairly easily with 6-9 levis by going up that mountian you already made a path and over.
I'm a bit late, due to a vacation without TH-cam.
→ Getting some storages with construction material spread around (especially where you are constructing) should help with construction speed. (Also, a small log pile near your smelter can help to keep the smelter supplied with fuel.)
I like putting the Sluices on the bottom of the dam as well. That way you can use it as a floodgate during droughts.
Also im not sure if its the one that you usually use or not, and you probably already know...but i saw Name-A-Beaver go up on the steam workshop this morning. You might have a lot of work to do today as a result of that + the stream the other night lol
Name-A-Beaver? Oh boy, it's beard booster time!
The old mod was called "Custom Name List", so this isn't the same one. Hopefully it works
Plant pines with a second arborist... seems like a no brainer
24:30 should look into getting the floodgates unlocked too, can keep a little bit more water that way at least
Really surprised that no silly billy locke itself in at that one stairs +stairs on platform on the path up the badtide blocker
Over the years, I have become fairly adept at silly billy prevention techniques 😎
Don't think I've commented on your vids before, but I just wanna say I really like your content and recording style. Interesting, laid back and over all nice.
Keep up the good and bearded content!
Thanks for the support! Glad you enjoy them
Thank you JC, was nice to wake up to this!
4:20
I disagree with the people telling you to put the smelter up there.
If you do, you have to send wood up there and the metal back down.
If you transport the scrap down, you have less things to carry.
And the power is less stable, if you don't have gravity batteries or it connected to the the rest of the buildings.
You might want to put the straight part of the dam on lvl 4 priority just to make absolutely sure that the water doesn't ever get shunted off the wrong side.
Something is smelting funny here! Great post, thanks for sharing!
Now you have already built your mega dam but if you want to replace it later with overhang and aqueducts you could just build a small dam across (with sluice gates at the bottom) the chanel before the water fall. Then put the badwater diversion flow out just below the blueberry you are removing. Put a overhang one level below and make your aqueducts that way. Much less resources than connecting the aqueduct att the bottom of the the waterfall and going the long way around.
4:26 the good reason to not build it up there is your beaver will spend so much time walking to and from it getting food and water and sleeping that it’s very inefficient. It would be much more efficient to have your haulers bring scrap down to the main area
23:47 set the food and water storage too obtain as well
More efficient to bring the food and water up there, then metal blocks down. It takes 2 scrap to make 1 block. So on a single trip a hauler can bring food/water up, then bring back metal blocks to a central storage area. There is some time lost for the worker to go up there every morning and come back each evening, but that's also true for the scrap collectors.
Can confirm that at 3 blocks high you can clear over all the trees. I've been using bridges to do that over my forestry areas for a while now when I'm on maps that are tight on space. You can do the same over your crops at 2 high, 1 high on some of them even.
Divert bad water over the berries/birch tree area and to the right with very few levees.
32:06
Maybe you coud move it to near the water source and put a water-wheel there, it would still be near the ruins.
I would damn that badwater source quick...that way you can expand your fertile land and start creating a bigger reservoir in the "lowlands". I've been really enjoying your videos! Keep it up!
Blast a channel through the ridge where the berries are (where you built the staircase 16:35) and use sluice gates to divert the bad water out behind those blockages. Don't make it more complex than it needs to be.
26:00 FT barrier lets irrigation through, keep contamination out. just pure upgrade over the IT one
Do not put a workshop far from your town. If you do, workers will have to walk far away every morning and then you will still need to ferry back the smelted metal 😅
17:41
It would be cheaper to make the diversion above the waterfall using the little flat area.
For relocating the large scrap pile, I wonder if it might have saved time to build a small log pile on top of the mountain so that the beavers didn't have to haul the logs from the old large pile all the way down the mountain to another log pile then haul them back up.
I know you didn’t like being a Timberborn channel the beginning of this year. I started watching just before that poll and, at the time, all I watched were your Timberborn videos. I have since fallen in love with your Prison Architect videos. Anyway, I just wanted to say I love all your content. Thanks man.
It does get old being forced into a niche by the algorithm, but that doesn't mean I don't still love the beavers. Variety is great, and I'm glad you like those other ones too! 😎
🐸!
🐸!!
44:30 the youtuber luck runs out this update! haha. had 3 badtides on my paythrough on normal by 10 again for U6 lol
Personally i would've went with a square design with the Levees up at that reservoir (i would've followed the shape of that path through the blue berries) for maximum volume!
I wonder if a reservoir with Sluice gates on the bottom would fill up or only fill as high as the gates?
11:41
I think it would be interesting if there was another good water source on this mountain, it would make the map more interesting.
The way it is, you barely have a reason to come here.
I love U6!
Look man, just because the water beevs is harder doesn't mean update 6 doesn't deserve the longer vids just cause you're not in crisis mode! 😅 😉
do you know if it's possible to make like a challange map where you start in large cave system that can flood, now that we have overhangs?
I'm not sure. If the source block wasn't obstructed, it might work.
@@JCTheBeard I'm gonna try to make a small 50x50 as a proof of concept to see if it works
5:04 Didn't you just delete literally all your scrap metal?
Would it aid the speed of metal processing to put some housing near it? If there is food and water nearby, is pathing smart enough to have the scavenger and smelter [and anyone else whose job is closer to the new barracks than the main base]?
I do something similar in Oxygen Not Included, giving specialists [Farmers, Ranchers, Cooks, Researchers] their own private rooms right next to their job, with the general barracks being for builders & haulers. But in that game you can assign individual beds.
I try to do the same in Dawn of Man, but that game has a weird housing mechanic and cavemen are stupid, no matter how much I try to make dedicated "mom&pop shops" or family farms [A house surrounded by either 3-6 production buildings or a field, stable, and cooking buildings] they still just go to whatever house is closest and has an available slot when their energy drains.
Without a separate district you have no way to ensure that the beavers living up there are the same beavers who work up there, so adding housing is more likely to just increase the number of beavers who have to walk a long way before they can sleep.
@sarah-6177 that sucks but is understandable. So do they just fill the closest houses to the town center first?
@@Lightman0359 to be honest, I've never paid close attention to what order the spots in houses are filled! I'd also assumed that once a beaver has chosen/been assigned a housing spot it will live there for its whole life (unless the house becomes uninhabitable) but I've never specifically watched that either.
I can't promise I'm going to investigate and find an answer, but I will try pay more attention in my ongoing game and see if I can find patterns.
Yes, do go into console mode and give yourself a 10,000 day bad ride 😂
42:34 ❓ sluice option: close above downstream depth ___ ... ❓🤔WHERE does it get measured 🤔❓
In the column where the "teeth" are.
13:45 🤨
18:04 you claim it'll take a lot of resources to build at the bottom ... Why not build at a strategic location at the top ❓🤔🤔 ( example use sluice to allow good water to flow out of bottom of levee wall down the front of the mountain, make badwater rise up & go over mountain down the back side). .... I.e. a micro dam holding only badwater, but forcing it away from town cost maybe about 10 to 15 levees per water source -- allowing the main reservoir to only good water .... Then get creative with the rest of the new u6 stuff, after badwater becomes only a resource to use.
Some general problems with your way of playing: too little water, too little wood, too focused on advanced stuff and on food (which you always have a lot of).
Focus on the basics, focus on what beavers do in nature - build dams.
Grow a lot of trees, build dams and diversions. Dynamite and metal can come later.
Soooo slow