@@thasinjerhow it still we Quirles a lot of material and also someth8mes the non drought is kinda lng at the beging s9 when you need it you can not get it
@@cageygenteel5582 the benefit is that you can build on top of buildings more than whether or not they block water. like with the gather flags he was trying to build.
Matt: ...we're fighting the water... It made me think of us Dutch people. We've been doing that for hundreds of years, with our own dams just like your beavers. Love the fact that you're playing timberborners (Netherlands edition) basically
If you unlock dynamite you can use a water dump to irrigate your patch a farm land covers a 10x10 area and will always stay fertile rather than an irrigation tower. Just in case you didn't know.
A variation on this is to create irrigation trenches to some of the deep water sources, then you don’t need the dump active. But it’s best to go two levels deep with the trench, as water tends to drop a full level during the dry season. As trench is built, then place double platform with paths to get double use from the land.
I was inspired to play this map by your series and had a lot of fun with it. Two quick tips: Try to plant pines instead of birches for quick logs. You can get two cycles of pines and then replace them with maples and that gives you more time to plant maples since the pines take a little longer to grow. Also try to straighten out your paths (especially stairs)so they are going radially outward from the district center. It’ll extend your building and working range and save headaches later.
Yeah, a path straight along the front of the district center, straight out from the door and out along both side heading towards the back all the way until they are red for maximum distance.
Just be careful if you dry seasons get longer. That'll mean the plans you have for the place will vary depending how much water is currently in the flood plane. You'll wind up have to build not just ways to get rid of water but also ways to hold it aswell.
That would mean that damming would make a lot of sense, since that keeps the edge of the water along the same shoreline even when the water level drops.
I think the best solution would be to build Levees around the water spawning points. Put a Floodgate at the back, against the edge of the map, and one in the front towards your valley. Then regulate the water out the front and back floodgates as needed to prevent flooding. Its not a exciting or pretty solution to the problem, but for an engineer it is the most practical. Unless you want to be an architect about it. This game really needs culverts and tunnels to drain water, that would be so exciting.
sadly i don't think the water physics are set up to handle that sort of thing. the dev's have basically implied such before to explain why they don't have aquaducts and other elevated water movement systems.
amazing recovery, using the recycle materials from demolishing unneeded infrastructure is SOOO useful :) also, instead of pausing, sometimes simply lowering the priority of certain buildings helps to sequence your builds better
I would love to see a perfectly engineered stilts town! Also, would be cool to see you tame all the water sources and make this map a lovely, green valley with beautiful streams controlled by watergates etc. Although that seems like a long project to finish.
You can always use small warehouses to stack up a couple levels for only 3 logs each (better than levees or 1x, 2x platforms and don't require turning logs into planks) edit: 3 logs/small warehouse
I think building on the edges is a great idea since being as high as possible would really help. Additionally you could surround the big water sources with pumps so the beavers that are lower are safe. Plus you will have a lot of water. Hopefully my idea is helpful. I love this series btw
could even eventually build dams up around the big water sources to route their water directly over the edge of the map instead of into the center. build them with gates so you can spill just enough water into the center as you need to maintain the desired level of flooding.
@@glitterboy2098 that’s a good idea. But you could still build along the edges while having still being able to drain water. My idea kind of uses the lower levels as a reservoir. And then that reservoir could be used for pumping water and the levels that are green could be used for farming. Also if there is enough pumps the water level could be controlled that way. Kind of like that city skyline anti tsunami thing he made
matt, on r2modman there is a mod for timberborn that allows you to basicly get infinite district range, all of it customisable to how much so you could make it so the like never ends but the build range from paths stays the same. or u could make it so you dont need paths at all... its very usefull if u dont like having multiple districts
I was going to say to prioritize dynamite so you can make the existing water exit, deeper, so you can claim more land. Then you'd be set for deciding what you want long term. And if you don't like the result. All it takes is one levee to return it to normal.
Currently playing timberborn, and now watching timberborners haha. I like using dams to get water to a certain level. And use dynamite to create irrigation ditches to expand farming. Then you can cover the ditches with platforms and build over them
RCE's going to bork that up and architect something early on, except we won't get the catchy Timberborner's opening theme. But GYK is a great game as well!
@@aramisortsbottcher8201 Series I don't know but it is a game with good dark humor, a cool tech tree mechanics, simple contractions and fighting and a nice complexity. So I think it has it chances
This season is so awesome! It seems to be really challenging to survive on this map so you kinda underestimated it at the beginning, which lead to some pretty dangerous moments and some real clutch plays to save the day. I feel like you have gotten a lot better at the game, not only in terms of survival strategy but also at managing your resources and beavers efficiently.
I agree that I would like it better without the city districts but I'm pretty sure that it has something to do with limiting the beavers movement so that they don't end up far from home while working and then unable to make it home to sleep. Then that messes up their whole schedule leading to a cycle of them being exhausted then eventually death. Hope they can think of a way around it perhaps with more schedule micromanaging.
Perhaps they could make a more expensive housing option like beaver hotels or something where beavers long distances away from districts could sleep when they won't be able to make it back to the district in time. Expensive such as 1k research points and metal bars? Just a thought.
my understanding is that it's actually a processing/performance issue; the more beavers you have the more paths the game has to process at once as all the beavers are moving at once going in multiple directions to different jobs and tasks across the entirety of the map, so having multiple districts breaks that down into smaller bits so it can process say, 600 beavers in small 30 path chunks in a small area instead of trying to calculate 600 beavers moving at once over everything, especially when speeding up time. it makes the game run at a decent speed instead of like, 1 fps
Birch is a trap. If you want fast wood, use the pines. Just a few days more for double the yield. And of course the most efficient ones is maple, but 30 days is quite the time to wait. Another tip: Don't pause the dam around your island, double low prioritize it. (Use the prioritizing option in the menu at the bottom to box select multiple buildings and give them a priority.) That way builders will build it when they have nothing else to do and there are spare logs and you don't have to micro manage them.
Pausing it is better if he wants to keep a small reserve of logs rather than going to zero and using them all up as soon as they are chopped though, it's one time that he _should_ be pausing instead of using priorities.
The big pit in the middle of the map has an underground mine, you might want to check that out. Also you could use bots to dig dirt and use it to elevate some land.
I recommend planting pine for the best time/wood ratio Edit: no clue what I was smoking there, maple is best time/wood, pine and birch are decent early game when you need a little wood fast and chestnut is the same ratio as pine just takes longer
Pine doesn't have the best time/wood ratio. It takes 12 days for 2 logs, that's 6 days per log. Maple on the other hand takes 30 days for 8 logs, that's only 3.75 days per log.
honestly one of my big wants with the game is a way to merge districts - merged districts sharing population and resources. because managing districts is incredibly bothersome for me
There is a mine deep underwater in the middle of the map close to Engibury. it would be an awesome adventure to make this your one and only scrap iron source. Its gonna take some serious engineering to do this
just a lot of levees and platforms and staircases really. Make the reclaimed area big enough to include a number of medical beds, a healer, tank for medicine, danelion gathering and storage to handle all the mining injuries.
You could if you are willing to demolish a long row along the dry areas on the top and make all of it fertile land but that will take quite a while but that just means more episodes of timberborners to enjoy.
I agree with the districts, thats my leased favorite part, either they are to small or just a pain that dosent add that much more than hassle, it could use an update. That or, 2 options, so its plausable to play with and without as an option. Id say a kinda co-op option where each player controll thier own district could be cool, and probobly the only way multiplayer whould make scense
Yeah he really needs to start using the dedicated construction priority button/visualizer instead of manually change each building priority... and loose track of it the very next second XD
Matt, dynamite the ground to allow the river to flow. Then put a few waterwheels on the river, which you should also dynamite to make a canal outside the map, so it doesn't flood, but lets the waterwheels work!
Think like an engineer. Don't destroy the potential source of power. USE IT! Use those tall waterfalls to make so many water wheels your whole colony has enough power to maintain the robots! You play as mecha boys. Their robots don't take fuel. They take ENERGY! Raw energy from wind-up stations.
Yes the maples take 30 days, however they give eight logs a piece (one log each 3,75 days), which takes up less space than growing any other tree for lumber.
hi mat, first of all big fan of the series. i bought the game bc of the timberboners. after watching the first few episodes i downloaded the map as well and something that i tired was to establish a clockwise turning flow of water around the centered island to get rid of power shortage. so basically a dam between your main island and the place where water can leave the map..works quite good if you ignore the dry seasons. looking forward for the next episode and i cant wait to see what u will do with this map peace love and wet beavers!
It has been absolutely fascinating watching this particular season, just because I'm so used to play throughs of this game having the exact opposite problem
14:09 looks like the pool around that water source is only 1 block wide from the edge, If I was going to dynomite anything quickly for relief, it would be that. Make a deep narrow trench for all the water to flow out. Then the trench will be moist vs your beavers coats.
Maybe you should do something about the 4 trapped bevers at the other town district, got sent over during relocation, can see them just before the outro.
The double lodge for the folktails is entered from the second floor so the first floor can be flooded if something like that exists for the iron teath then you could have all your housing underwater so long as the second floor isn't flooded
You reclaimed Land with Levies. You are therefore the Netherlands! 1:40 Longer growing trees are better for the bulk. With such a large plot, you want the workers to have as little work/plot as possible. And that ratio is better if they need longer to grow. But yes, a few quick growers to get going is good. Just don't forget to replace them once the system is working. 6:09 Don't those two wheels kinda look like the Princess Leia Hairdo? Or more Mickey Mouse ears? 6:25 You may also want to make any of the water routes more direct. You originally built the for minimal material. But some of them are reaching the edge of the District. Better make a more direct route. 13:18 Actually there was one Metal Deposit in on of the two large lakes, right at the bottom. You would likely have to build a large levy all around, then pump out the middle at bit. So chances are it would probably still be quicker to go for the other one. But in case stuff is getting too easy later...
Do timberborners but you have a mod with like roller coasters for transportation So beavers will like take the plank roller coaster to bring planks to another place Also praise the engineer paddy
If you want all your Beavers working together, as I have in my Flooded map I started, use District Mangement to adjust the district influence up to 125 blocks instead of the default 70.
To keep your plants in the middle hydrated when the water drops, you can make a 3x3 square from levees with the middle square empty and pump a water dump on top of it. It will keep the land around it irrigated for very little water use. It's deemed a bit cheesy though.
I commented on the first video of this season about blowing up the exit area one step deeper and using a small dam to lower the water level only slightly so it would still allow you to use all your land without having to actually let all the water out since you control it.
If you want to have a consistent water wheel channel, you would want to build where you're at least 3 blocks below the top water level of a reservoir. This will allow you a controlled drain of the reservoir using a 3-tall dam gate. If you build near the top of the reservoir like you did, you'll only get one block of drainage during droughts.
Definitely seems worth making the big floodgates at the front of where the water falls into the basin. The droughts are gonna become a problem again if you block up too much of it or do the out of map runoff drains. Might also be worth testing if you can dynamite the sources, if not then atleast it gets rid of that potential option.
I think you should run giant dams up from one level up from the lowest points on the map, and make the water exit variable, so you can make (essentially) underwater beaver cities. Kind of like what you do in the cities and skylines game
Hey mat don’t forget about the aquatic farms. I think it might really help your food situation. No matter how high the water rises your food would stay consistent. I think it might be worth having a beaver in the cook house.
Most of your different buildings can be built on stilts, so just build a stilt town, and use the small amount of land for food, trees, and such.
That's genius
@@AB-on1on Nah, just logic in this gamesetting.
big knees
But that takes the fun out of it
@@thasinjerhow it still we Quirles a lot of material and also someth8mes the non drought is kinda lng at the beging s9 when you need it you can not get it
Instead of levees or platforms, you could build small warehouses with only 3 logs each.
clever optimisation
always feels really cheat-y
I've never tested it, but I figured most buildings didn't actually block water. Clever work around if they do.
@@cageygenteel5582 the benefit is that you can build on top of buildings more than whether or not they block water. like with the gather flags he was trying to build.
1000000000000000000000000000 iq
Matt: ...we're fighting the water...
It made me think of us Dutch people. We've been doing that for hundreds of years, with our own dams just like your beavers.
Love the fact that you're playing timberborners (Netherlands edition) basically
Well, thousands of years.
If we count Terpen.
As a fellow Dutchie I think it would be awesome if the game had some way to pump water from one area to another, like our windmills...
@@tsjilp004 i believe there is something like that
Really?? It would be cool to see Matt use something like that!
@@VekhGaming Didn't even think about that, but you're absolutely right, though I doubt whether or not those people could be classified as being Dutch
This season is very unique and cool , please continue Matt.
Don't forget *infuriating* since Matt made so many architect decisions
Plese continue matt
If you unlock dynamite you can use a water dump to irrigate your patch a farm land covers a 10x10 area and will always stay fertile rather than an irrigation tower. Just in case you didn't know.
I think he may have forgotten about that feature
A variation on this is to create irrigation trenches to some of the deep water sources, then you don’t need the dump active. But it’s best to go two levels deep with the trench, as water tends to drop a full level during the dry season. As trench is built, then place double platform with paths to get double use from the land.
I was inspired to play this map by your series and had a lot of fun with it. Two quick tips:
Try to plant pines instead of birches for quick logs. You can get two cycles of pines and then replace them with maples and that gives you more time to plant maples since the pines take a little longer to grow.
Also try to straighten out your paths (especially stairs)so they are going radially outward from the district center. It’ll extend your building and working range and save headaches later.
Yeah, a path straight along the front of the district center, straight out from the door and out along both side heading towards the back all the way until they are red for maximum distance.
I had no idea you play timberborn as well!
is the map available for download somewhere? I couldn't find it
where do you get it?
WHere did you find the Map?, I can't seem to find it anywhere.
Just be careful if you dry seasons get longer. That'll mean the plans you have for the place will vary depending how much water is currently in the flood plane. You'll wind up have to build not just ways to get rid of water but also ways to hold it aswell.
That would mean that damming would make a lot of sense, since that keeps the edge of the water along the same shoreline even when the water level drops.
Drought can last 5-9 days on this difficulty. It is shorter only first cycles.
I think the best solution would be to build Levees around the water spawning points. Put a Floodgate at the back, against the edge of the map, and one in the front towards your valley. Then regulate the water out the front and back floodgates as needed to prevent flooding. Its not a exciting or pretty solution to the problem, but for an engineer it is the most practical. Unless you want to be an architect about it.
This game really needs culverts and tunnels to drain water, that would be so exciting.
sadly i don't think the water physics are set up to handle that sort of thing. the dev's have basically implied such before to explain why they don't have aquaducts and other elevated water movement systems.
amazing recovery, using the recycle materials from demolishing unneeded infrastructure is SOOO useful :) also, instead of pausing, sometimes simply lowering the priority of certain buildings helps to sequence your builds better
he usually does, i think he just panicked this time
@@ishopeatsea I mean, this is a dual stress, first it’s the flooding and soon, drought when it takes a little too much water.
I would love to see a perfectly engineered stilts town! Also, would be cool to see you tame all the water sources and make this map a lovely, green valley with beautiful streams controlled by watergates etc. Although that seems like a long project to finish.
You can always use small warehouses to stack up a couple levels for only 3 logs each (better than levees or 1x, 2x platforms and don't require turning logs into planks)
edit: 3 logs/small warehouse
Ooh, that's brilliant! I hadn't thought of that. That is possible with those warehouses.
I think building on the edges is a great idea since being as high as possible would really help. Additionally you could surround the big water sources with pumps so the beavers that are lower are safe. Plus you will have a lot of water. Hopefully my idea is helpful. I love this series btw
could even eventually build dams up around the big water sources to route their water directly over the edge of the map instead of into the center. build them with gates so you can spill just enough water into the center as you need to maintain the desired level of flooding.
@@glitterboy2098 that’s a good idea. But you could still build along the edges while having still being able to drain water. My idea kind of uses the lower levels as a reservoir. And then that reservoir could be used for pumping water and the levels that are green could be used for farming. Also if there is enough pumps the water level could be controlled that way. Kind of like that city skyline anti tsunami thing he made
Then he’ll have a lot of water to spare
matt, on r2modman there is a mod for timberborn that allows you to basicly get infinite district range, all of it customisable to how much
so you could make it so the like never ends but the build range from paths stays the same. or u could make it so you dont need paths at all... its very usefull if u dont like having multiple districts
I was going to say to prioritize dynamite so you can make the existing water exit, deeper, so you can claim more land. Then you'd be set for deciding what you want long term. And if you don't like the result. All it takes is one levee to return it to normal.
Currently playing timberborn, and now watching timberborners haha. I like using dams to get water to a certain level. And use dynamite to create irrigation ditches to expand farming. Then you can cover the ditches with platforms and build over them
Make sure to switch your log pumpers for the dry season. Also you might look towards getting golems for their ability to perform teraforming.
Loves how this intro evolved. You should give a try to Graveyard keeper!
RCE's going to bork that up and architect something early on, except we won't get the catchy Timberborner's opening theme.
But GYK is a great game as well!
Do you think it's the type of game for him? I don't think he would make a series of it.
@@aramisortsbottcher8201 Series I don't know but it is a game with good dark humor, a cool tech tree mechanics, simple contractions and fighting and a nice complexity. So I think it has it chances
It’s about dam time you uploaded more Timberborners
Love this series. Thankyou for being consistent
This map is basically the "Netherlands Simulator". You keep fighting the water just like them.
Damming up the waterfalls would be insane to see, you could use the whole map in the most efficient way possible
This season is so awesome! It seems to be really challenging to survive on this map so you kinda underestimated it at the beginning, which lead to some pretty dangerous moments and some real clutch plays to save the day. I feel like you have gotten a lot better at the game, not only in terms of survival strategy but also at managing your resources and beavers efficiently.
You should definitely get settled on the rim, it would be a nice primary base of operations.
18:45 - > When you moved your district center, it left the lumberjack flag out of range.
I agree that I would like it better without the city districts but I'm pretty sure that it has something to do with limiting the beavers movement so that they don't end up far from home while working and then unable to make it home to sleep. Then that messes up their whole schedule leading to a cycle of them being exhausted then eventually death. Hope they can think of a way around it perhaps with more schedule micromanaging.
Perhaps they could make a more expensive housing option like beaver hotels or something where beavers long distances away from districts could sleep when they won't be able to make it back to the district in time. Expensive such as 1k research points and metal bars? Just a thought.
my understanding is that it's actually a processing/performance issue; the more beavers you have the more paths the game has to process at once as all the beavers are moving at once going in multiple directions to different jobs and tasks across the entirety of the map, so having multiple districts breaks that down into smaller bits so it can process say, 600 beavers in small 30 path chunks in a small area instead of trying to calculate 600 beavers moving at once over everything, especially when speeding up time. it makes the game run at a decent speed instead of like, 1 fps
This series is slowly turning into a musical 🤣
Mostly cuz of the intro and the glorious logs
This is my favorite series right now. Loving Timberborners
Birch is a trap. If you want fast wood, use the pines. Just a few days more for double the yield. And of course the most efficient ones is maple, but 30 days is quite the time to wait.
Another tip: Don't pause the dam around your island, double low prioritize it. (Use the prioritizing option in the menu at the bottom to box select multiple buildings and give them a priority.) That way builders will build it when they have nothing else to do and there are spare logs and you don't have to micro manage them.
Pausing it is better if he wants to keep a small reserve of logs rather than going to zero and using them all up as soon as they are chopped though, it's one time that he _should_ be pausing instead of using priorities.
@@WJS774 We both know though that he doesn't have enough foresight to keep a supply of logs. ;)
The big pit in the middle of the map has an underground mine, you might want to check that out. Also you could use bots to dig dirt and use it to elevate some land.
in love with this series, can't have enough
I recommend planting pine for the best time/wood ratio
Edit: no clue what I was smoking there, maple is best time/wood, pine and birch are decent early game when you need a little wood fast and chestnut is the same ratio as pine just takes longer
Pine doesn't have the best time/wood ratio. It takes 12 days for 2 logs, that's 6 days per log. Maple on the other hand takes 30 days for 8 logs, that's only 3.75 days per log.
@@SirTell wait WHAT, I’ve been tricked, backstabbed and possibly bamboozled!
Love to see RCE going back to his brotish roots and claiming distant island.
Quite worried as an indian tho
Wouldn't it be Native American not Indian?
Ur “ the floodgates and the waterfalls “ project could be one way to end the season
honestly one of my big wants with the game is a way to merge districts - merged districts sharing population and resources. because managing districts is incredibly bothersome for me
IT is SO satisfying when the water goes away
Good job Matt!
It's always a good day when I get to hear the Timberborners theme song. I wish we got more episodes a week.
Rce using his engineering abilities to tackle problems . Sounds like a perfect entertaining video to me
The death total for this one is at game of thrones level
I would like to see matt turn the flood planes basically into vienna with all the canals and lakes between the land
There is a mine deep underwater in the middle of the map close to Engibury. it would be an awesome adventure to make this your one and only scrap iron source. Its gonna take some serious engineering to do this
just a lot of levees and platforms and staircases really. Make the reclaimed area big enough to include a number of medical beds, a healer, tank for medicine, danelion gathering and storage to handle all the mining injuries.
the intro song man, somehow it makes my day every time
So glad you uploaded a timberborners episode today. I've had the theme songs stuck in my head since last night
Go long term- full water control. Flood gates on all water spawn and exit. Show the game the power of engineering 💪
This has been a thrilling season.
You can put gravity batteries on the back side of your power set up.
This has been another episode of Real Architect posing as an Engineer!
You could if you are willing to demolish a long row along the dry areas on the top and make all of it fertile land but that will take quite a while but that just means more episodes of timberborners to enjoy.
Loving the intro and the series!!
I pressed the like button in excitement. 🤣🤣🤣 man... These episodes are awesome.
Genuinely impressed you managed to salvage this
I agree with the districts, thats my leased favorite part, either they are to small or just a pain that dosent add that much more than hassle, it could use an update.
That or, 2 options, so its plausable to play with and without as an option.
Id say a kinda co-op option where each player controll thier own district could be cool, and probobly the only way multiplayer whould make scense
Dont pause the levees, just set them to a lower priority
Yeah he really needs to start using the dedicated construction priority button/visualizer instead of manually change each building priority... and loose track of it the very next second XD
Matt, dynamite the ground to allow the river to flow. Then put a few waterwheels on the river, which you should also dynamite to make a canal outside the map, so it doesn't flood, but lets the waterwheels work!
I'm so dam happy timberborn is back so soon.
I always wonder water you doing when you don't upload it.
Better beaver-lieve I'm excited.
Nice Ice Age reference with that song at 12:00 hehe
Waited for this before bed time.
Thanks REC
Damn autocorrect. RCE
WATCH OUT, you've got bevers stranded in the other district! By the map gap.
There is a mod that lets you increase the area of districts. You could just do that and avoid the whole new districts issue.
Have a nice vid everyone !
Think like an engineer. Don't destroy the potential source of power. USE IT!
Use those tall waterfalls to make so many water wheels your whole colony has enough power to maintain the robots!
You play as mecha boys. Their robots don't take fuel. They take ENERGY! Raw energy from wind-up stations.
This map screams aqueduct heaven to me!
Yes the maples take 30 days, however they give eight logs a piece (one log each 3,75 days), which takes up less space than growing any other tree for lumber.
You can use the top of storage places like a platform. You’ll get an annoying message, but if it’s temporary you should be okay lol
I absolutely love this series I would watch an hour of this at a time if not longer!!!
always looking forward for the next timberborn video :)
hi mat, first of all big fan of the series. i bought the game bc of the timberboners.
after watching the first few episodes i downloaded the map as well and something that i tired was to establish a clockwise turning flow of water around the centered island to get rid of power shortage. so basically a dam between your main island and the place where water can leave the map..works quite good if you ignore the dry seasons.
looking forward for the next episode and i cant wait to see what u will do with this map
peace love and wet beavers!
It has been absolutely fascinating watching this particular season, just because I'm so used to play throughs of this game having the exact opposite problem
14:09 looks like the pool around that water source is only 1 block wide from the edge, If I was going to dynomite anything quickly for relief, it would be that. Make a deep narrow trench for all the water to flow out. Then the trench will be moist vs your beavers coats.
U will love the map “ thousand islands “ or maybe even “ lakes “ ( thousand islands = thousand bridges )
Maybe you should do something about the 4 trapped bevers at the other town district, got sent over during relocation, can see them just before the outro.
"Logs are still slacking" - Matt while he points on potatoes
The double lodge for the folktails is entered from the second floor so the first floor can be flooded if something like that exists for the iron teath then you could have all your housing underwater so long as the second floor isn't flooded
You reclaimed Land with Levies. You are therefore the Netherlands!
1:40 Longer growing trees are better for the bulk. With such a large plot, you want the workers to have as little work/plot as possible. And that ratio is better if they need longer to grow.
But yes, a few quick growers to get going is good. Just don't forget to replace them once the system is working.
6:09 Don't those two wheels kinda look like the Princess Leia Hairdo? Or more Mickey Mouse ears?
6:25 You may also want to make any of the water routes more direct. You originally built the for minimal material. But some of them are reaching the edge of the District. Better make a more direct route.
13:18 Actually there was one Metal Deposit in on of the two large lakes, right at the bottom.
You would likely have to build a large levy all around, then pump out the middle at bit.
So chances are it would probably still be quicker to go for the other one. But in case stuff is getting too easy later...
Do timberborners but you have a mod with like roller coasters for transportation
So beavers will like take the plank roller coaster to bring planks to another place
Also praise the engineer paddy
If you want all your Beavers working together, as I have in my Flooded map I started, use District Mangement to adjust the district influence up to 125 blocks instead of the default 70.
To keep your plants in the middle hydrated when the water drops, you can make a 3x3 square from levees with the middle square empty and pump a water dump on top of it. It will keep the land around it irrigated for very little water use. It's deemed a bit cheesy though.
I am loving this season of Timberborners
You should try “The Enjernir” when it comes out but still play timberborn 👍👍👍
I commented on the first video of this season about blowing up the exit area one step deeper and using a small dam to lower the water level only slightly so it would still allow you to use all your land without having to actually let all the water out since you control it.
this is really fun to watch, please continue this season!
Creating watersoruce backdorr exists seems like the best long term solution
If you want to have a consistent water wheel channel, you would want to build where you're at least 3 blocks below the top water level of a reservoir. This will allow you a controlled drain of the reservoir using a 3-tall dam gate. If you build near the top of the reservoir like you did, you'll only get one block of drainage during droughts.
So happy to see the corner pieces come out of the mega damn. Wasn’t sure, but they always made me wonder…is Matt a secret architect? But no, phew!
Excited to see where you lead these beavers! Looks like you are in a good spot now! *knocks on wood*
You could be a true Dutchman. We also live underneath waterlevel.. Love the series!
18:05 that beaver swimming to chop down the tree was totally humping the tree.
21:07 Lower water pumps need to be turned on, before you forget and run out of water again! ;)
Matt is literally playing Netherlands simulator.
Definitely seems worth making the big floodgates at the front of where the water falls into the basin. The droughts are gonna become a problem again if you block up too much of it or do the out of map runoff drains.
Might also be worth testing if you can dynamite the sources, if not then atleast it gets rid of that potential option.
I think you should run giant dams up from one level up from the lowest points on the map, and make the water exit variable, so you can make (essentially) underwater beaver cities. Kind of like what you do in the cities and skylines game
We need an RCE album
By the beaviles
We want longer episodes!
This is such an awesome series, please continue it.
Hey mat don’t forget about the aquatic farms. I think it might really help your food situation. No matter how high the water rises your food would stay consistent. I think it might be worth having a beaver in the cook house.
Loving this season.
20:36 --- WATERPUMPS!!!!!
15:45 - "I'm gonna put a new colony over here and have to destroy nature to do it"
How quintessentially British.
RCE! Get the District extender mod. We wont judge :)
I really hope we'll get a musical finale this season!
The plan with water wheels sounds the most reasonable 👍