Thanks very much, Mechanistry, for supporting the channel and sponsoring this video! Check out Timberborn on Steam using my link: store.steampowered.com/app/1062090/Timberborn/?Creator&JC_the_Beard& Check out the official feature trailer for Timberborn Update 6: Wonders of Water here: th-cam.com/video/GjzjEc5NvAo/w-d-xo.html
51:34 - The floodgates being opened to full in one quick action caused the surge once the good water reached and combined with the badwater stream (opening to half for a second and then to full might prevent a surge 🤔)
Since a breeding pod pumps out a new beaver every 5 days, and standard lifespan is 50 days, each pod supports about 10 beavers. Every time Wellbeing hits a number ending in 7, it's a cumulative +20% to lifespan, i.e. +10 days. So, every lifespan increase allows each pod to support another 2 beavers. With a stable Wellbeing of 47+, each pod can provide a hefty 20 beavers each! Not bad. And they're all superpowered from the other benefits they got on the way. Decorations can be *powerful!* I love platforms over path crossroads, with various things on them: Statues, clocks, shrubs, you name it. Works out well. Also, pretty sure that your tiny flood at the end was because you'd opened the floodgates, letting a brief surge of water through. Nothing to worry about since it was so small but likely to happen every time.
→ You can use the floodgate automation mod also to auomatically shut off (and switch on again) your water pumping, so your river doesn't run dry. → Later, you might want to use the stream gauges to automate the opening and closing of the gates depending on the actual pollution level near the gates. (Though maybe that's not needed if you go for the sluices instead.) → 30:36 I fit two of these three demographic buckets (just the "US" one is missing). Not sure whether TH-cam knows that, though?
It you place a stream gauge behind floodgate and link a floodgate to the stream gauge, you can set, in the advanced tab, floodgate level depending the levels of contamination measured by the stream gauge.
Once you get dynamite, there's a lot of land by your canola that isn't irrigated now but would be if you blew it down a level. You could also install floodgates+platforms instead of the dam at the oaks to keep more water in case of a drought, getting that last third of a tile.
Reminder that you can plant berries from a forester!! There's nothing stopping you from putting a water dump down and surrounding it with berries so you can have the breeding pods up there. Or even just forcibly expanding the berries across your entire berry field so the gatherer can work with zero downtime.
You should build a dirt excavator and "show case" the terraforming in the game! I think you should straighten down river and raise that.... Crater. Then you could line that newly straightened river with power wheels!
46:00 I wouldn't go do far as to say the Vertical Power Shafts mod is useless, as it still adds the vertical T-pieces (and I think the power-in-all-directions one) while vanilla just has vertical+one direction.
If you are going to build industry on the mountain next to the badwater river you could place some waterwheels in there for more power production. Please build a two high dam by your waterpumps to increase water storage and irrigation. You could probably make a straight 2 high channel for your industry by using levees and dynamite. This has the added benefit of protecting your gear storage and other storage from flooding while saving space by building industry on top of storage.
7:40 Another mod that you may find helpful is Goods Statistics. It shows trend lines for goods and estimates how long they'll last (or take to fill depending on the trend).
From my experience - 5 breeding pools is enough - set them up one every day (i.e. all at noon or evening) - breeding takes 5 days - so You'll have one beaver spawning every day for the rest of playthrough. That way (once stabilzed initial spawns) You won't have any deathwavers. And yes, then You just need to increase wellbeing from 7 to 17 to 27 etc. etc., and You can easily go to 90-100 beavers off that setup. On this map You won't ever need more than that. Later on You can change them to advanced ones (keeping one a day schedule) and skip chidlchood if that's what You like. Check it out if You want :D Keep it up and have fun! Thanks. P.S. If You place gauge in front of floodgates (inside pool) and connect it to floodgate - You can use advanced settings with the triggers mod - that lets You automate floodgates completely depending on water pollution.
52:25 You can absolutely "channelize" that. Platforms... the simple 1 high ones, and levies on top along the sides as an indent wall. Or simply, all over, and make it a pipe.
Idea - 3 canals for 3 big water wheel arrays. Badwater down the middle. Good water on the outside. Also, tie all power together. It's just fun to see a whole network being designed.
Well, if water behaves weirdly on higher speeds, just slow down while the water settles after opening the gates. Thanks for building some more log storage, really saves my sanity. Consider moving your food production down to the big wheels, more to gain farmland than for continuous power, the map being as small as it is. Also, maybe a levee + dam situation where your crops are, as the farmable land up top would increase. I like the idea of putting the badwater using industries up top, feels fitting. Maybe two big wheels for even more power to the overall system? Seems to be enough room to fit a platform on land and downwards power beside it. Might want to route it directly into the explosive factory though. Greetings from Germany. 🖖
You can probably afford to convert more of your Kohlrabies into Soybeans at this point, nice as it is to retain a small amount of them canola makes soybeans way denser food production.
Instead of floodgates at the top, put sluices on bottom then levees and that whole top section can be automated. Eventually, put the big power wheels there to have power even during long bad tides.
I finally gave up trying to figure out another solution, yeah. It takes significantly less render time but is a lot more work to keep updated. At the very least, everyone can be back on screen now! That was the main goal.
Was honestly surprised you didn't use damming pieces instead of the levees to prevent the flooding. Since they can still be walked on and allow the water through.
Regarding the contamination receding at 50:20. I noticed the contamination lines shrink once earlier in the video too, and it happened during the change to night both times. I wonder if it's a strange quirk with the lighting or maybe badwater decreases in strength during the night?
48:24 Did you ever hear the tragedy of JC The Beard? I thought not. It's not a story the Folktails would tell you. It's an Ironteeth legend... It's ironic. He could save others from dehydration, but not himself.
I'm behind on the episodes, so forgive me if you've done this already. Just a suggestion, but if you can replace your triple floodgates with a single sluice gate and never worry about it again.
Will be at least Tuesday before we get back to the waterbeavers. Depends on the reception to episode 5 of this series on Monday and what everyone wants to see next
Five episodes was the term agreed upon for the sponsored series. I had planned to continue this playthrough anyway past that point but I always like to give everyone the opportunity to provide input on how things go 😎
The under-18 demographic is only 0.4% of my total viewership. 25-34 is 41%, and 35-44 is another 32%. 73% of my audience is 25-44 years old. Pretty wild!
Thanks very much, Mechanistry, for supporting the channel and sponsoring this video!
Check out Timberborn on Steam using my link: store.steampowered.com/app/1062090/Timberborn/?Creator&JC_the_Beard&
Check out the official feature trailer for Timberborn Update 6: Wonders of Water here: th-cam.com/video/GjzjEc5NvAo/w-d-xo.html
🐸!
51:34 - The floodgates being opened to full in one quick action caused the surge once the good water reached and combined with the badwater stream (opening to half for a second and then to full might prevent a surge 🤔)
It's nice to see well-beeing taken care of sooner, feels like it's a lot underestimated how big of a buff the beavers get on work and walk
You can add a waterwheel in the river below the bad water waterfall on the upper level for a localized power supply for bad water processing.
Since a breeding pod pumps out a new beaver every 5 days, and standard lifespan is 50 days, each pod supports about 10 beavers. Every time Wellbeing hits a number ending in 7, it's a cumulative +20% to lifespan, i.e. +10 days. So, every lifespan increase allows each pod to support another 2 beavers. With a stable Wellbeing of 47+, each pod can provide a hefty 20 beavers each! Not bad. And they're all superpowered from the other benefits they got on the way.
Decorations can be *powerful!* I love platforms over path crossroads, with various things on them: Statues, clocks, shrubs, you name it. Works out well.
Also, pretty sure that your tiny flood at the end was because you'd opened the floodgates, letting a brief surge of water through. Nothing to worry about since it was so small but likely to happen every time.
I place decorations around the barracs/housing. Seems to give their bonus while the beavers sleep.
→ You can use the floodgate automation mod also to auomatically shut off (and switch on again) your water pumping, so your river doesn't run dry.
→ Later, you might want to use the stream gauges to automate the opening and closing of the gates depending on the actual pollution level near the gates. (Though maybe that's not needed if you go for the sluices instead.)
→ 30:36 I fit two of these three demographic buckets (just the "US" one is missing). Not sure whether TH-cam knows that, though?
46:00 *Almost native ;) , still missing 2 important parts to it, the vertical "T" and of course the universal!
Huge sponsorship, happy for you!
Woe, the mangrove fruits must wait another episode
49:08 You can add a platform to the front of the barracks. If you do, you can put a rooftop tares there, by the workout Plaza.
It you place a stream gauge behind floodgate and link a floodgate to the stream gauge, you can set, in the advanced tab, floodgate level depending the levels of contamination measured by the stream gauge.
Once you get dynamite, there's a lot of land by your canola that isn't irrigated now but would be if you blew it down a level. You could also install floodgates+platforms instead of the dam at the oaks to keep more water in case of a drought, getting that last third of a tile.
42:24 I honestly think you have gone delirious from dealing with the water beavers😂
Reminder that you can plant berries from a forester!!
There's nothing stopping you from putting a water dump down and surrounding it with berries so you can have the breeding pods up there. Or even just forcibly expanding the berries across your entire berry field so the gatherer can work with zero downtime.
You should build a dirt excavator and "show case" the terraforming in the game!
I think you should straighten down river and raise that.... Crater. Then you could line that newly straightened river with power wheels!
46:00 I wouldn't go do far as to say the Vertical Power Shafts mod is useless, as it still adds the vertical T-pieces (and I think the power-in-all-directions one) while vanilla just has vertical+one direction.
5:25 Spontaneous Irrigation™
48:20 great interlude for "the water situation is overkill" indeed :)
If you are going to build industry on the mountain next to the badwater river you could place some waterwheels in there for more power production. Please build a two high dam by your waterpumps to increase water storage and irrigation. You could probably make a straight 2 high channel for your industry by using levees and dynamite. This has the added benefit of protecting your gear storage and other storage from flooding while saving space by building industry on top of storage.
7:40 Another mod that you may find helpful is Goods Statistics. It shows trend lines for goods and estimates how long they'll last (or take to fill depending on the trend).
comment for the Algo:
i would have put the fermenters on woodframes IN the river to keep more usable land.
From my experience - 5 breeding pools is enough - set them up one every day (i.e. all at noon or evening) - breeding takes 5 days - so You'll have one beaver spawning every day for the rest of playthrough. That way (once stabilzed initial spawns) You won't have any deathwavers. And yes, then You just need to increase wellbeing from 7 to 17 to 27 etc. etc., and You can easily go to 90-100 beavers off that setup. On this map You won't ever need more than that. Later on You can change them to advanced ones (keeping one a day schedule) and skip chidlchood if that's what You like. Check it out if You want :D Keep it up and have fun! Thanks.
P.S.
If You place gauge in front of floodgates (inside pool) and connect it to floodgate - You can use advanced settings with the triggers mod - that lets You automate floodgates completely depending on water pollution.
corn never needed canola
👍 Also the online version of the timbertrees mod still has u4 and u5 versions available and it's easy to check and see.
52:25 You can absolutely "channelize" that. Platforms... the simple 1 high ones, and levies on top along the sides as an indent wall.
Or simply, all over, and make it a pipe.
Idea - 3 canals for 3 big water wheel arrays. Badwater down the middle. Good water on the outside.
Also, tie all power together. It's just fun to see a whole network being designed.
Yay can’t wait to watch it after I stop needing to watch out for bear signs
Needing to watch out for what now
27:55 The myth was only tested in the map editor, so I don't think the pre-badtide surge which gives a 10% variation in cms was applied.
Well, if water behaves weirdly on higher speeds, just slow down while the water settles after opening the gates.
Thanks for building some more log storage, really saves my sanity.
Consider moving your food production down to the big wheels, more to gain farmland than for continuous power, the map being as small as it is. Also, maybe a levee + dam situation where your crops are, as the farmable land up top would increase.
I like the idea of putting the badwater using industries up top, feels fitting. Maybe two big wheels for even more power to the overall system? Seems to be enough room to fit a platform on land and downwards power beside it. Might want to route it directly into the explosive factory though.
Greetings from Germany. 🖖
Some trees not marked for cutting
If you put some floodgates infront of the old water wheeles we can double the water which would increase the arable land.
MAN!!!! There's so many more peoples here I can't even sneak in FIRSTEENTHS!! anymore!! LOL I LOVE IT!!!!!!! Welcome beaver fans!!!!
This series has been doing so well, it's awesome!
@@JCTheBeard I know!! I'm so proud of those beavers!! I mean... Look at all they accomplish in spit of your management!! ;) lolol
You can probably afford to convert more of your Kohlrabies into Soybeans at this point, nice as it is to retain a small amount of them canola makes soybeans way denser food production.
Hi, for what i know the water surge comes from the dams on the edge. My personal Timberborn rule is : never build dams on edge water acts funky.
Instead of floodgates at the top, put sluices on bottom then levees and that whole top section can be automated. Eventually, put the big power wheels there to have power even during long bad tides.
🐸!
Ooh slideshow for the Beard Boosters from this episode onwards? I presume that requires lesser rendering time?
I finally gave up trying to figure out another solution, yeah. It takes significantly less render time but is a lot more work to keep updated. At the very least, everyone can be back on screen now! That was the main goal.
43:15 pretty sure my dad had that, or one similar enough lol
tip: in the early games increasing the worktime to 20 hours gives a great boost to your work(idk how to explain it)
Was honestly surprised you didn't use damming pieces instead of the levees to prevent the flooding. Since they can still be walked on and allow the water through.
Regarding the contamination receding at 50:20. I noticed the contamination lines shrink once earlier in the video too, and it happened during the change to night both times. I wonder if it's a strange quirk with the lighting or maybe badwater decreases in strength during the night?
Well-being are also decorations! I dunno why but I see many men playing this game and completely forget about decoration while it's the best part.
I would have guessed you would direct the bad water off the edge of the map using the new platforms and impermeable flooring feature
GG. You're still running 18 hr days. Now that things are comfortable, the beavers shouldn't need to work that hard.
Instead of using levees to stand on as scaffolding you can use small storage which use 3 logs.
For me
It was Body Break for when i was at home during the day
48:24 Did you ever hear the tragedy of JC The Beard? I thought not. It's not a story the Folktails would tell you. It's an Ironteeth legend... It's ironic. He could save others from dehydration, but not himself.
if you like storages on ladders, you should look at the "small 2-tall storage" mod, for its giant storages ;)
make it an aesthetic build pls
Maybe put floodgates at the back of your shunt to store more water
The flywheels would work with those large water wheels for power storage, yeah?
I'm behind on the episodes, so forgive me if you've done this already. Just a suggestion, but if you can replace your triple floodgates with a single sluice gate and never worry about it again.
Build most of the residencies in the valley under the natural bridge as an archology.
Waterbeaver episode? 🥲
I believe that it will be at least Tuesday till we get a Waterbeavers episode,coz JC has to first upload 5 videos of this new playthrough.
Will be at least Tuesday before we get back to the waterbeavers. Depends on the reception to episode 5 of this series on Monday and what everyone wants to see next
@@JCTheBeard haha nearly an exact copy of my comment lol
For power, would it be possible to make aquaducts over the river then put wheels in. Also gives a path to the dry lake above the bad water source
make the ladders back face the path (near the big water wheal)
When did the ladder mod get updated to no longer need the double platforms to build 3+ high?
Unsure, but I'm glad I no longer have to worry about that
Commenting for the algorithm
🐸!
🦦
Out of curiosity, and I’ve noticed this on other channels, why only 5 episodes?
Five episodes was the term agreed upon for the sponsored series. I had planned to continue this playthrough anyway past that point but I always like to give everyone the opportunity to provide input on how things go 😎
Demographics 😮
how is your audience people from 25 to 40
im not even an adult yet
The under-18 demographic is only 0.4% of my total viewership. 25-34 is 41%, and 35-44 is another 32%. 73% of my audience is 25-44 years old. Pretty wild!
a masterclass in badwater bypass building 💓⚒️🦫
Yay can’t wait to watch it after I stop needing to watch out for bear signs
🐻🌲😬
In the end I walked 35km through bear country 🐻