More builders and haulers needed for the population supported in this village , I think double of the current capacity . there is no point in having 300 unemployed beavers and cribbing that 14 hours is not enough especially with so much construction going on , lumberjack flag could be nice to be prioritised by beavers , otherwise you'll always be wondering why they are full and not cutting trees.
I agree if you watch the video the farmers leave a plant unwarranted for a day I had more farmers then it all plants would be harvested and replanted giving it 1 days faster. 1 day every harvest for a 12 day farm is a 1.2 boost to the plant meaning you get 1.2 times the plant overtime so 100 of it becomes 120, that's just one plant if all plants were made like this than ya.
Man, this series is keeping the suspense until the end! Not that the colony will crash, but it's still fun to watch. For the power, where you dump the water into the middle river, you could extend the aquaduct all the way to the reservoir, do a 180° turn, then back to where it's dumping and add water wheels the whole way. You'll recharge the flywheels faster and could add a few more so you don't need to pause anything during droughts. Just a thought! Keep it up! I can't wait to see the next episode!
@@walkir2662 yeah, i didnt know it is available in default game package, in other streamer (RCE, disturbz, skye) games I didn't see it used. pantry seems a nice combination food storage. but I only see it used in 'JC The Beard' gameplay for the other apocalypse mode game. maybe its only in this faction or maybe a plugin he has.
At nightfall when they all quit working they drink everything you stored for the whole day. near the end during your time lapse you can watch each night your water goes from 1.1k down to double digits then back up in the morning like a roller coaster(tycoon) At first I thought maybe they stopped pumping because the little tanks were full and so were the pumps, but seeing you add more pumps at the end was a relief. I had an idea for sorting out the canola as well, if you're going to plant things in rows like that, why not plant the appropriate amount of canola alongside each row for each recipe so you're not surprised when you don't have enough. like Canola field dividers.
all of your water supply comes from one side of the map, and there is so much demand for water it can't be carried to the other storage sites before it's been drunk. If you can put in a couple of pumps in the centre or just across the map from the main tank, it would relieve the pressure a lot more effectively than adding a dozen pumps to main reservoir
One food option is to stop processing a single fooditem at a time to fill up unprocessed storage, then start processing it and move to the next food item
23:10 add fill in more the river area adding to your canola field 😊by placing the farmhouses on platforms over the road that then goes to overhang platforms that are accessed only by ladders this will then open up whatever farmland space that is in your crop areas and then remove the canola Lane row and put in multiple types in its place😊
18:09 so adding housing ideas remove rooftop terraces next to large water tanks on the complex put row houses in the place and then put rooftop terrace back on top and connect two or three floors higher😊 doing this will also allow you to possibly add in what other amenities you need around these buildings for all the bonuses😊
You missed adding back a path connection under the new coffee brewery. You also need to pause more advanced breeding pods as the population is still increasing.
I know you may not like the look but i thinj you need to put metal overhangs on metal overhangs and add in a huuuuggggggeee amount of haulers and builders. Got 300 beavers doing nothing
If you need some more growing spaces, you might be able to move some paths onto overhangs/platforms over other things. like in that new farming area onto platforms over the water :)
You need more haulers. You once had an idea to build overhangs on the aquaduct staircase. It's a bad place for industry because of inefficient pathing but for haulers building to just sit there, it's perfect. There is no such thing as too many haulers, you have roughly 280 unemployed beavers, at least half of them should become haulers. Also, if you have a stock of canola seeds and not enough canola oil, then your problem is not enough oil presses, not lack of canola crops. But maybe that too was caused by an insufficient amount of haulers to properly restock the existing oil presses.
@34:43, I think different jobs handle 'too full' situations differently. A water pumper will probably walk as far as they need to make sure they can continue to pump their log. But most other types probably don’t have that kind of determination. What seems to speed up productivity is having a robust surplus storage (input and output goods) by each building type. Thus if the production facility has to be a receiver to gain input goods or export goods, then they have the shortest work. Haulers are meant for less frequent movement (especially when every building becomes prioritised by the haulers. They seem to fail to operate, even if you had 200% of the needed max.) I would rather treat haulers as a helping work force but they are not akin to mark VI belts in Satisfactory. Give local options so a lumber jack can quickly dump their wood. Local means within the growing area+N units. In your case, the path is too far.
JC, I have a question, since you raised the land around the clean water stream why haven't you raise the dams at the end of the stream to keep more clean water around the trees?
38:45 i know its not much, but you could put the path and farmhouses on platforms over the water, save ya a fair number of spaces for more food growing
@23:42, that is a lot of space dedicated to a low output food. Focus on mushrooms and corn. Corn is a compact product and mushrooms you can stack vertically (so kind of endless density is obtained).
Wow. Just yesterday, I was thinking about blowing tunnels through mountains on the terraces map. But I guess this version of 3D terrain won't allow dynamite rotated 90° (yet?)
The person who said that the water was going through the dams & out off the side of the map was referring specifically to when the reservoir is full. Then, none of the water is going through the sluices into the reservoir, and the water level in the aqueduct deepens. Then it goes off through the dams and into the void. Swapping out the dams for levys may well force more water towards the water wheels, letting you generate power faster.... Buuuut, I feel like that might not be a good idea, since it may cause the water level to rise up above the edges and overtop, causing floods. Ultimately, you're always able to fully regenerate electricity by the end of the temperate season anyway, so I think it's fine. On the water & logs note though, as others have mentioned, I think you need more haulers. Loads more haulers. Like 160 - 200 haulers.
27:31 what if you were to put platforms over the in between spot between the two ladders over the bad water source and then you could go up three levels😊 of them and still keeping your frog statues and everything and everything at that level😊
no idea if that is the ideal ratios, just what i like. also i never prioritize buildings, just storages. again, no evidence that that is the right way, buts its worked out pretty well so far haha
37:37 Keeping an eye on water for a little bit: Max in one day: 1.1k Min on the start of the new work day: 0 More water pumps required bcz it will never fill up otherwise.
It looks like the path to the water pumps has to go down the reservoir then up the cliff to the tanks. If you remove the bridge above the flywheels they have a more direct path.
I like how you reconfigured your water. Having pumpers being able to deliver to the larger tanks and the haulers collect and move that water towards the centre of your base where beavers can get their daily drinks. Earlier in this playthrough, you had pumps and a robust storage at the actual game’s sense of ‘centre of colony’. The important thing is the pathing was more direct than this. You have shortened up the pathing for the haulers which seems to be netting water over several days (as opposed to losing water). One solution as we know it, make a science district to help with the over population lol. This is just to fine tune your numbers. I would greatly misuse a filter by age x.x (I'm talking
You're going to need a lot more bushes than you currently have. A bush produces 3 berries every 12 days, and a pod needs 1 berry each day. So, that's 4 bushes per pod to break even. You have 36 pods, so you need 144 bushes. Eyeballing it, I think that you have 87 or so, which is less than 2/3 what you need. You can support 25 pods though, which would be a population in the region of 525, which isn't bad, although there'd be some sleeping rough. You've got housing for 485, so you'd be wanting 23 pods and Wellbeing 57+, which seems pretty doable (average 483). Oh, and since you have so many spare beavers, why not put hauling posts on top of the storage along your watercourse? The space is going spare, and it'd only take some ladders to give access. And it's not like having another hundred haulers would be a bad thing!
Please also place a few water and food warehouses all around the map, for beavers to sip and snack without walking long distances to the centralised placed water pumps/tanks/food that will double the water capacity and food capacity to support the size of population . 10k minimum
i always found it silly that beavers need to pump water, take it to a tank, then they can drink it.. I mean why... they swim thru water they should hydrate if they have the wet fur buff
I have an idea for the water... at the ladder up to the huge storage... on left / right side of ladder, you could slap down overhangs, up the ladder 1 more, and place 2 BIG water tanks up there :D let the pumpers put water in nearby tanks.. let haulers move from tanks to everywhere else... BTW... watching in 0.25x speed... I'll say.. WHAT time lapse? ;)
@2:41, several of the pumps are less than 100% productivity. I assume that is pumping time over the length of the work day. So a water pump with 50% productivity is only getting 8 hours of a 16 hour work day. Making the shortest route you can to the larger tanks is key. I do like the small tanks but you have the technology to build impossible designs. Might as well considering the master piece you have made violates all material science.
280 unemployed beavers = build 28 hauling posts, no more problems, lol. Just use overhangs on top of the dam and build them all there. Ugly, but it'll work.
More builders and haulers needed for the population supported in this village , I think double of the current capacity . there is no point in having 300 unemployed beavers and cribbing that 14 hours is not enough
especially with so much construction going on , lumberjack flag could be nice to be prioritised by beavers , otherwise you'll always be wondering why they are full and not cutting trees.
I agree if you watch the video the farmers leave a plant unwarranted for a day I had more farmers then it all plants would be harvested and replanted giving it 1 days faster. 1 day every harvest for a 12 day farm is a 1.2 boost to the plant meaning you get 1.2 times the plant overtime so 100 of it becomes 120, that's just one plant if all plants were made like this than ya.
Haulers haulers haulers. I still feel like it's not enough
Man, this series is keeping the suspense until the end! Not that the colony will crash, but it's still fun to watch. For the power, where you dump the water into the middle river, you could extend the aquaduct all the way to the reservoir, do a 180° turn, then back to where it's dumping and add water wheels the whole way. You'll recharge the flywheels faster and could add a few more so you don't need to pause anything during droughts. Just a thought! Keep it up! I can't wait to see the next episode!
6:30 Productivity is so low because if they need to get food they have to go all the way back to the main village
yes, the pump station area should also have a few food warehouses for them to eat from and reduce walking
@@KunalVaidya aren't there some pantries? maybe repalce the small tanks with more of them.
@@walkir2662 yeah, i didnt know it is available in default game package, in other streamer (RCE, disturbz, skye) games I didn't see it used.
pantry seems a nice combination food storage. but I only see it used in 'JC The Beard' gameplay for the other apocalypse mode game. maybe its only in this faction or maybe a plugin he has.
@@KunalVaidya Pantry is a mod (by the same author as the Flywheels mod).
At nightfall when they all quit working they drink everything you stored for the whole day. near the end during your time lapse you can watch each night your water goes from 1.1k down to double digits then back up in the morning like a roller coaster(tycoon) At first I thought maybe they stopped pumping because the little tanks were full and so were the pumps, but seeing you add more pumps at the end was a relief.
I had an idea for sorting out the canola as well, if you're going to plant things in rows like that, why not plant the appropriate amount of canola alongside each row for each recipe so you're not surprised when you don't have enough. like Canola field dividers.
all of your water supply comes from one side of the map, and there is so much demand for water it can't be carried to the other storage sites before it's been drunk. If you can put in a couple of pumps in the centre or just across the map from the main tank, it would relieve the pressure a lot more effectively than adding a dozen pumps to main reservoir
One food option is to stop processing a single fooditem at a time to fill up unprocessed storage, then start processing it and move to the next food item
JC if you are desperate for farmland you could move your pine forest across the river of the Oaks and commandeer the area for farming.
23:10 add fill in more the river area adding to your canola field 😊by placing the farmhouses on platforms over the road that then goes to overhang platforms that are accessed only by ladders this will then open up whatever farmland space that is in your crop areas and then remove the canola Lane row and put in multiple types in its place😊
18:09 so adding housing ideas remove rooftop terraces next to large water tanks on the complex put row houses in the place and then put rooftop terrace back on top and connect two or three floors higher😊 doing this will also allow you to possibly add in what other amenities you need around these buildings for all the bonuses😊
You missed adding back a path connection under the new coffee brewery.
You also need to pause more advanced breeding pods as the population is still increasing.
I know you may not like the look but i thinj you need to put metal overhangs on metal overhangs and add in a huuuuggggggeee amount of haulers and builders. Got 300 beavers doing nothing
If you need some more growing spaces, you might be able to move some paths onto overhangs/platforms over other things. like in that new farming area onto platforms over the water :)
25:25 "I don't know if I have enough ground left available..."
Well, good thing you soon will... In Update 7.
You need more haulers.
You once had an idea to build overhangs on the aquaduct staircase. It's a bad place for industry because of inefficient pathing but for haulers building to just sit there, it's perfect.
There is no such thing as too many haulers, you have roughly 280 unemployed beavers, at least half of them should become haulers.
Also, if you have a stock of canola seeds and not enough canola oil, then your problem is not enough oil presses, not lack of canola crops. But maybe that too was caused by an insufficient amount of haulers to properly restock the existing oil presses.
@34:43, I think different jobs handle 'too full' situations differently. A water pumper will probably walk as far as they need to make sure they can continue to pump their log. But most other types probably don’t have that kind of determination. What seems to speed up productivity is having a robust surplus storage (input and output goods) by each building type.
Thus if the production facility has to be a receiver to gain input goods or export goods, then they have the shortest work. Haulers are meant for less frequent movement (especially when every building becomes prioritised by the haulers. They seem to fail to operate, even if you had 200% of the needed max.)
I would rather treat haulers as a helping work force but they are not akin to mark VI belts in Satisfactory. Give local options so a lumber jack can quickly dump their wood. Local means within the growing area+N units. In your case, the path is too far.
JC, I have a question, since you raised the land around the clean water stream why haven't you raise the dams at the end of the stream to keep more clean water around the trees?
Just haven't gotten around to it. We will!
38:45 i know its not much, but you could put the path and farmhouses on platforms over the water, save ya a fair number of spaces for more food growing
@23:42, that is a lot of space dedicated to a low output food. Focus on mushrooms and corn. Corn is a compact product and mushrooms you can stack vertically (so kind of endless density is obtained).
Food: 0, Water: 0 ... had to check the title again as I thought it was an Emberpelts episode 😂
Someone do the math on how many beavers each food production building will support!
Make some more Algae and mushroom towers!
Wow. Just yesterday, I was thinking about blowing tunnels through mountains on the terraces map. But I guess this version of 3D terrain won't allow dynamite rotated 90° (yet?)
The person who said that the water was going through the dams & out off the side of the map was referring specifically to when the reservoir is full. Then, none of the water is going through the sluices into the reservoir, and the water level in the aqueduct deepens. Then it goes off through the dams and into the void.
Swapping out the dams for levys may well force more water towards the water wheels, letting you generate power faster.... Buuuut, I feel like that might not be a good idea, since it may cause the water level to rise up above the edges and overtop, causing floods.
Ultimately, you're always able to fully regenerate electricity by the end of the temperate season anyway, so I think it's fine.
On the water & logs note though, as others have mentioned, I think you need more haulers. Loads more haulers. Like 160 - 200 haulers.
id use the ground under the waterwheel aqueduct for more farm land. youve got more than enough trees
27:31 what if you were to put platforms over the in between spot between the two ladders over the bad water source and then you could go up three levels😊 of them and still keeping your frog statues and everything and everything at that level😊
no idea if that is the ideal ratios, just what i like. also i never prioritize buildings, just storages. again, no evidence that that is the right way, buts its worked out pretty well so far haha
37:37
Keeping an eye on water for a little bit:
Max in one day: 1.1k
Min on the start of the new work day: 0
More water pumps required bcz it will never fill up otherwise.
@39:20, with this remote farm, when its a badtide or draught, wont you need a clean water hole to help irrigate this?
Not when we raise the channel!
It looks like the path to the water pumps has to go down the reservoir then up the cliff to the tanks. If you remove the bridge above the flywheels they have a more direct path.
Okay; I spoke too soon when you added the ladder to make room for the coffee you fixed the issue.
I think you should remove the top level of breeding pods and build more hauling posts in there. (30:49)
I like how you reconfigured your water. Having pumpers being able to deliver to the larger tanks and the haulers collect and move that water towards the centre of your base where beavers can get their daily drinks.
Earlier in this playthrough, you had pumps and a robust storage at the actual game’s sense of ‘centre of colony’. The important thing is the pathing was more direct than this. You have shortened up the pathing for the haulers which seems to be netting water over several days (as opposed to losing water).
One solution as we know it, make a science district to help with the over population lol. This is just to fine tune your numbers. I would greatly misuse a filter by age x.x (I'm talking
You're going to need a lot more bushes than you currently have. A bush produces 3 berries every 12 days, and a pod needs 1 berry each day. So, that's 4 bushes per pod to break even. You have 36 pods, so you need 144 bushes. Eyeballing it, I think that you have 87 or so, which is less than 2/3 what you need. You can support 25 pods though, which would be a population in the region of 525, which isn't bad, although there'd be some sleeping rough. You've got housing for 485, so you'd be wanting 23 pods and Wellbeing 57+, which seems pretty doable (average 483).
Oh, and since you have so many spare beavers, why not put hauling posts on top of the storage along your watercourse? The space is going spare, and it'd only take some ladders to give access. And it's not like having another hundred haulers would be a bad thing!
Good ep JC, buy the time I get this gane it might be @ 8.
Please also place a few water and food warehouses all around the map, for beavers to sip and snack without walking long distances to the centralised placed water pumps/tanks/food
that will double the water capacity and food capacity to support the size of population . 10k minimum
and we keep our glorious frogs! 🐸 ribbit
27:42
Remove the on the other side and put new platforms just above the other side, then put hydroponic farms there.
It would seem that you have way to many mangrove fruits. You could take a few rows off and turn that into other crops
I thought that earlier but he added like 200 more beavers
1. Have you seen Update 7 First look?
2. How exited are you about the new features?
It's going to be awesome! I can't wait to give them a shot whenever everything hits Experimental
i always found it silly that beavers need to pump water, take it to a tank, then they can drink it.. I mean why... they swim thru water they should hydrate if they have the wet fur buff
true that 🤔 odd indeed
Once I had all my beavers die to thirst when there was a full river right next to them.
So .. this is a Apocalypse Episode too? :D
why arent you using the empty greem land on one side of map, but counting 6 and 16 tiles on the other ?
I have an idea for the water... at the ladder up to the huge storage... on left / right side of ladder, you could slap down overhangs, up the ladder 1 more, and place 2 BIG water tanks up there :D let the pumpers put water in nearby tanks.. let haulers move from tanks to everywhere else... BTW... watching in 0.25x speed... I'll say.. WHAT time lapse? ;)
@2:41, several of the pumps are less than 100% productivity. I assume that is pumping time over the length of the work day. So a water pump with 50% productivity is only getting 8 hours of a 16 hour work day.
Making the shortest route you can to the larger tanks is key. I do like the small tanks but you have the technology to build impossible designs. Might as well considering the master piece you have made violates all material science.
280 unemployed beavers = build 28 hauling posts, no more problems, lol.
Just use overhangs on top of the dam and build them all there. Ugly, but it'll work.
👍
💓🛠🦫 ... #1🙃