New Cliffside Map - Update 6 Experimental Timberborn Gameplay - ep 18

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  • เผยแพร่เมื่อ 26 ธ.ค. 2024

ความคิดเห็น • 19

  • @CellTherapyCream
    @CellTherapyCream 4 หลายเดือนก่อน +3

    Badwater dome's only flow during droughts for iron teeth.

  • @CellTherapyCream
    @CellTherapyCream 4 หลายเดือนก่อน +3

    The scrap metal transfer between districts is always a nightmare, sometimes it just doesn't work. Best thing you can do is to make sure you have a large pile on both sides of the gate right next to the gate, set to distribute and accept goods. Also works best if both gates are fully manned, 10 on both sides. I use a mod called larger districts when my scrap doesn't transfer properly. If the above doesn't work, design your scrap storage/paths creatively so you can share/swap storages between districts by manually deleting/add a path tile to switch them.

    • @nurmr
      @nurmr 4 หลายเดือนก่อน

      I suspect that _just_ setting distribute and accept goods would significantly improve things.

  • @Someone_in_the_comments
    @Someone_in_the_comments 4 หลายเดือนก่อน +3

    21:50 you can now put windmills on top of vertical power shafts and they will transmit power. Having them at different heights legs you put them closer together.

  • @CellTherapyCream
    @CellTherapyCream 4 หลายเดือนก่อน +2

    You need raw spadderdock storage, they can't harvest what you have without uncooked storage. If you plant some cat tails instead of more spadderdock, you can use one of your extra grist mills for crackers. BTW I only use one grist mill for both wheat and cattail with with 160 beavers. I switch recipes every once in a while. That's one grist mill total for maple pastries, bread and crackers.

  • @rooma2444
    @rooma2444 4 หลายเดือนก่อน +1

    "30 metal."
    Thank You. God bless 🙂 . .

  • @darthgbc363
    @darthgbc363 4 หลายเดือนก่อน +2

    Power transfers through the tops of Bot part factories.

  • @im_skipachu
    @im_skipachu 4 หลายเดือนก่อน +3

    The bad water dome reminded me of that concrete dome out in the Marshall Islands... I wonder if that was an inspiration.

  • @urkerab
    @urkerab 4 หลายเดือนก่อน +1

    Yes, it would have been awesome had that wood workshop placement worked. Although, thinking about it, it looked like just the right amount of space for a printing press...
    Large windmills are effectively small windmills on top of universal power shafts so unlike regular windmills you can build them next to bridges over the connecting power shafts.
    If you make your hydration pools slightly larger you can put lidos in them too.

  • @walterverlaan1286
    @walterverlaan1286 4 หลายเดือนก่อน +2

    Fantastic work again.

  • @nurmr
    @nurmr 4 หลายเดือนก่อน +1

    You need to be using the "supply" and "obtain" options for warehouses so that haulers do something with the contents (otherwise they won't really). Also you should have small warehouses next to the district crossing so that workers in the district crossing don't have to spend their time traveling to good to fetch them -- better to have the haulers bring/take the goods to/from the district crossing.

  • @CellTherapyCream
    @CellTherapyCream 4 หลายเดือนก่อน +1

    Complete the large monument to unlock flexible start, BTW it's per map only. So you have to do it on each map.

  • @rooma2444
    @rooma2444 4 หลายเดือนก่อน +1

    "heightdth" 🙂 . .

  • @CellTherapyCream
    @CellTherapyCream 4 หลายเดือนก่อน

    Large windmills have the same footprint as small windmills. Just replace the old ones.

  • @latfakr
    @latfakr 4 หลายเดือนก่อน

    Put the roof on houses. Their effect is minimum elsewhere

    • @Tolakram
      @Tolakram  4 หลายเดือนก่อน

      As far as I can tell a roof is a roof and the effect is the same as long as they pass by it.

    • @latfakr
      @latfakr 4 หลายเดือนก่อน

      @@Tolakram ur correct. But monitor any one of them. They charge slowly and the bar empties while they are working

  • @michaelshort2200
    @michaelshort2200 4 หลายเดือนก่อน +1

    Just wondering, why do you still have so many metal factories when you cannot produce enough scrap metal to keep them running, eating away at power for no reason

    • @Tolakram
      @Tolakram  3 หลายเดือนก่อน +1

      I don't think they consume power when not working. Not positive though.