This changes EVERYTHING in Timberborn...
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- Опубліковано 4 кві 2024
- Timberborners return for season 7 episode 12!! The penultimate episode?
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MORE TIMBERBORN:
Timberborners Season 1- • Timberborners Season 1
Timberborners Season 2- • Timberborn Season 2
Timberborners Season 3- • Timberborn Season 3
Timberborners Season 4- • Timberborn Season 4
Timberborners Season 5- • Timberborn Season 5
Timberborners Season 6- • Timberborners Season 6
Timberborn Megastructures- • Timberborn MEGASTRUCTU...
Timberborn Prologue- • Timberborn Prologue
Timberborners All Seasons (in order)- • Timberborners
Epic Game Store Support-A-Creator Code: RCE
(In connection with Epic Games’ Support-A-Creator Program, I may receive a commission from certain in-game purchases)
#realcivilengineer #timberborn #timberborners - Ігри
RCE, what you may wish to do is have a couple of hauler posts and/or builder post that are set to "low" or "very low" priority to act as population sinks. So when you don't have jobs up, these buildings will soak the additional pops and release them when you DO have more jobs available.
Researchers are another good place for that
Yep, that's what I like to do. I don't micro priorities like him, instead I have hauler and builders to soak up extra jobs.
This. Another thing I find super useful is to play as if the highest priority doesn't exist. Keep it reserved for just 1 thing that you want immediately built. Until it's built don't put anything else on it.
Thing is RCE never has extra beavers🙂 always more jobs than beavers
Playing with strategy is not his style.
Hey Matt, they're called Turdbines.
Nice and simple name 😀
LMAO, that's a good one 😄😄😄
Lol so true
He better start calling them this next ep 😂
Genius
A) youll need a few more Decontamination Pods
B) you need to move the Decontamination pods closer to the town center
C) you need food and water nearby the Decontamination pods
These 3 things will GREATLY increase the effectiveness of the pods by drastically reducing the travel time when they get hungry or thirsty. Otherwise it takes ages as they get hungey and thirsty faster and walk slower.
Moreso he needs districts. As it is, the beavers will spend literally half their working days just getting to their jobs.
Districts are much more manageable and easy to use now than when game came out.
Even more, he needs to avoid going in the bad water, by making a platform above it they can build from
@@TheBaldrickk Yeah he can literally build scaffolding above the water and he just...doesn't do it.
And maybe some place to sleep. I don't know why they can't sleep while in the pods though.
neh, he needs more districs, that will solve the 3 problems... the "bad watter workers" on his own distric with only a few importing watter and food and exporting badwatter
1:47 You balk at the price of a bridge!? Who are you, and what have you done with Matt? I bet you're the editors, you escaped the basement and kidnapped him!
Good, viva the rebellion!
He doesnt even know how they work. He tried to place a single bridge section. You can build 2 smaller ones to make it. But that doesnt matter. He has 36 UNEMPLOYED BEAVERS.... Matt sucks at this game now. My mega dams are 20 times the size of his and I always have 5-10 unemployed beavers MINIMUM
@@jeffl4802 look again he has more jobs than beevers
stop rebelling matt is just being himself .... again being bamboozled at everything
@@user-qj1nl3jb9b By "himself" do you mean an engineer that can't keep track of beavers vs jobs?
It's time for a bridge revieeeeew... Matt can't figure out Timberborn Bridges and gets a 0.5 out of 10. Bridge revieeeew.
The -10 well-being absolutely affects their lifespan, and since they refuse to work, they're worse than dead until they get well in terms of econ. You can save most of 'em with the decon pods, but it is much, much better to not let them get sick in the first place by building platforms.
He still does the Stairs down approch of building in poowater...ahhh. You know Matt you can build down from up above, no matter how tall the plattfrom is. Hope Matt also remembers that he can put plattforms above the powerconnections.
You can't expect him to know this in season 7 and after hundreds of hours of playtime.
the way he does it is more fun thou
He does it at one point in this video, so he *does* know. He just choses to not do it most of the time.
@@anlumo1 I think you may be conflating "choose" and "forget."
Instead of trying to brute force it... put some small water tanks near the water pumpers and set the tanks to "Supply" and prioritize it by haulers. Then change the setting on the 4 medium water tanks to "Obtain" and again prioritize by Haulers. You can then unprioritize haulers at the water pumps, this will make the pumpers carry their product to the near by Supply tanks and Haulers will haul the water from Supply to Obtain tanks.
You can also use these Supply and Obtain settings on other storages to increase productivity by having the Haulers focus on moving from small supply storages to your main large storage area set to obtain.
Oh also having a Hauling Post near/between the production areas and main storage helps reduce their travel time and allows them to focus on things in their hauling posts area rather than traveling all over in chaos. Its not much but every little bit of efficiency adds up over time and makes life so much easier.
Not just water pumpers; it's a good idea to have small warehouses / piles / tanks near various shops; the shop needs to "obtain" their raw materials and then "supply" their outputs to the colony.
It's also a good idea to set up piles marked "obtain" for building projects, especially if they're a distance from those materials.
You can do the reverse for food, have a few spread out so beavers don't have to go long distances' for food.
I disagree. I think it's better to have the haulers prioritize the pumps themselves as it keeps their productivity higher while allowing the haulers to do the hauling. You should still have a supply tank and an obtain tank near the district center.
We need a t-shirt that says 'Engineers don't mention incidents™; this is no exception'
True
Nah ! We need a "High Priorities" t-shirt
It would explain why Matt keeps mentioning it then since he is an Architect
Collaboration with Safety Third channel might be a good idea.
17:21 matt is the best manager ever, high prioritize everything (that means nothing has priority)
I think he does this stuff to trigger us... setting a job priority is not a way to fix a labor shortage 🤦♂
maybe it's just me, but I would build decontamination pods closer to where the beavers normally interact, i.e. nearer to town, so if you have someone moving at a snails pace super slow it doesn't take forever to get all the way to the decontamination area then whoops I'm hungry now gotta go back.
thats what I did. I also blasted a small channel out near where RCE put the badwater discharge and put up some levees to make a bad water holding tank type area, put some pumps on the top and set up my badwater refinement and treatment area not to far from where he has his industrial area across the river, so if anything happened they could heal up just a short walk from the town then I set up my industrial area further down river and uses gravity batteries to help offset the large amount of power needed until my "solution" to said power needs was finished.
For suspension bridges, their best uses to cross really deep gaps, but they are deceptively useful. A 3 tile bridge can cross a 3 tile gap even if it looks like its short a little bit. And you can build them from either end, meaning you can cross a 6 tile gap using two 3 tile bridges without anything underneath them or having access to the other side by just having the 2 support sections be on their side of the wall and the suspended ends connecting. Of course you do need that extra tile of space as they can't get on the bridge from the side at all. If you want to cross something like a 10 or so tile gap using 3 tile bridges, you will need to place one bridge in the center by building one bridge first, then stacking 1 tile of platforms to build a 2nd one on, and then you can flip the 3rd. tit looks kind of ugly but it works, and you can then cross that gap without having ever set foot on the other side be before
Gotta love how he puts platforms for the shafts in the fresh water, but insists on building under badwater.
initially it was supposed to be built during drought so that it does not matter, but then RCE realized part of the shaft goes through a natural reservoir, that does not dry out during short droughts.
And instead of a platform fix the decontamination pods were put in probably partially out of curiosity.
He did learn they are not a perfect solution, though (hopefully)
Matt: "Hello fellow engineers..."
Me: *Not even an engineer*: "He's talking to me! 😮"
Not me as well, but I will be in 4 years then I’ll watch Matt as a Real engineer😂
Matt with 25 job vacancies: "Why am I having to high prioritise everything?"
You have 50% more jobs than you have beavers to do them. Also 1700 power, you can get that from 4/5 large water wheels in series with a restricted width river, which would have been much much cheaper than spamming the small ones.
I definitely think you should add roofs to your buildings... I mean, designing a house with a flat roof is literally what an architect would do... 😬
Such an architect move 😅
how much does a roof cost??
nothing. its on the house
You should propably provide some basic services such as living quarters and a small water and food storage next to the decondamination pods so contaminated beavers wont have to go back and forth and will heal faster.
Building living quarters there without having a separate district is a horrible idea. At least before badwater, beavers did not prioritize where they sleep based on where they work/are. Therefore, if you have two separate work areas, building barracks in both could lead you to having beavers move from one area to the other all the time.
This is the true power of districts, as district gates allow you to set quite well the quantity of food/water/ressources that should go through them, and therefore ensure you only have haulers/gate workers (who transport twice as much) walking long distances.
If working on underwater builds in badwater, you can build next to the project with platforms, and they will build down without going in the badwater.
Also, gonna want some small food and water storage near the de-con chamber
Alternatively, you could just build bots and make them builders, they don't get sick 😅
He will never listen to you mate, because he love to make drama that doesn't exist 😄
@@lXlDarKSuoLlXl that too, I try and avoid bots until way late in game (for some stupid reason
@@andrean-rakka he doesn't need to, anyone who reads it can take advantage of the things I say, or they can ignore it.
@@Doi- he won't "listen to you" for an alternate reason tho, thus episodes are recorded almost a month prior, his architecture can't be fixed at least until the other season 😂
0:00 Matt: perfect build!
12:00 Matt: how did this happen?!?
😂
3:00 build the scaffolding on top of the shafts. You can always build down and the double platforms will clear the vertical shafts. It’s slightly slower, but no one gets contaminated.
2:30 “Turdbine” was right there…
You should think about terrafor😢😢ming the mountains near your base to give you more place to build/farm on. There's too many inefficiency in the pathing and storages that's hampering your growth and sustainability. You may want to look into food situation too. Running out of food usually means either you don't have enough stored or you're not producing any. Since the majority of your higher quality food requires power, you should pause the industry during drought so they have something to eat instead of draining the power for construction. Also contaminated beavers won't work so you are losing workers everytime you put a beaver in bad water.
Build a small barracks and some food & water storage near the decontamination pods
Doesnt really work too well. Problem is beavers have their place. But also with food, they will go for food they like. So need to ensure it is best food you got, but then also means you need to keep both full and beavers will cross map to get to it.
Unfortunately, what is holding matt back is lack of districts. An issue that will only get worse as he expands.
Thanks to RCE, I have memorised the name of this game wrongly. Spiff did the same with Reanu Keeves
Ah, Reanu Keeves, truely a most balanced individual.
Would that be him referring to Folktails as Foxtails? Or one of his many other moments of refusing to read?
@@Krell356 Or calling the decontamination pods - contamination pods
Mat really need to build a gravity battery
Not really, gravity batteries are really only useful for the Folktails to compensate for the windmills’ mechanics. Once the poo-powered system is complete Matt will have a power source that never goes away.
have the decontamination pods near beaver houses . so that they don't die of old age or hunger while traveling to pods . as when contaminated they get -50% life expectancy and less movement speed
It helps to put food and water near the pods, the contaminated beavers move rather slowly.
The music at the start goes hard! 👌
Matt laughing at the Structural engineer who became sick because of Matt's terrible choices.
I love the dichotomy of these videos. Start of the video? Supreme confidence. Middle? Absolute panic. End? Undeniable certainty.
Having extra storage near by the buildings for the haulers to take from is actually really helpful, the beavers continue to do their job, and the haulers keep everything stocked.
It's always a hoot to watch several beavers simultaneously working on your shaft. That thing is massive!
You should check the quote on the badwater dome. You won't be disappointed!
15:50 VERY efficient coffee removal.
So the contamination does still indirectly kill the beavers faster. That -10 to well being is enough to decrease their expected lifespan/ meaning they do die younger if contaminated.
perhaps building your power trains on top of wooden platforms instead of beaver corpses would save some trouble.
i also always put a small water tank and warehouse with food in faraway areas so they don't run all the way back.
I think you need another district at this point, the commute to the polluted zone is too long, or at least move the pods to the main settlement.
Matt: *already skating on thin ice trying to balance food, water, and logs with 56 beavers.*
Also Matt: “should we get robot beavers in here now that everything is solid”
19:10 storing foods and drinks close to the homes is pretty essential. Just make sure to set the further storage to "distribute"
wanna make an omelet, ya gotta break some eggs. "The Incident" was unavoidable
why make omelettes when you can make cake
We will be hearing about "The Incident" until season 20
The developer announced they'll add at least 10 more priority options to the buildings.
They mentioned some players only take the next highest priority instead of having more beavers or reducing the priority of some buildings for a slight automation.
One of my favorite series, excited to see it become a big city
Matt’s videos are so funny. It starts out with a this is a how to success tutorial, then goes to an OH NO WHAT DID I DO WRONG, and finished with a I CANNOT BE STOPPED. 😂
Matt u should build some food and water storage closer to the badwater area so that they can spend more time healing instead of walking
I have to chuckle at the powerplant. 'Mad power at 1700 hp!'
By channeling water, I get more than that from three water wheels.
Amateur numbers lol. I have four Folk Tails districts connected by a single continuous power shaft carrying 15,000 beaver hp. It's all mind blowing when everything runs perfectly happily at "0 bhp" in a combined drought/windless spell.
I can’t put the why into words but this is honestly my favorite series on UA-cam, RCE thank you man, I’m having a hard time enjoying anything in life right now and your videos are helping an insane amount.
16:12 Anyone else noticed the efficient shape?
I love that the editor put in the *sound* of the “Nice” tongue-click when Matt noticed he had 69 scrap metal. 🤣😂🤣🤦🏼♂️
It kinda made my brain happy lol
Matt, if you had kept that water inlet 1 block depth you could keep that reservatory 1 block high during the dry season, because this way you whould pump 1 block from that reservatory but when its level gets equalts to the inlet it should stop to be pumped even if you keep pumping the main reservatory
Matt was improving, but he is going back to his old self. Just keep upping priority!
Give the beavers 100% well being and green up the map.
I gasp every time I get the notification that a new episode is out! I LOVE TIMBERBORNERS!!!!
"welcome back to timber--borners" the most classic line of timberborner history.
I've been waiting for the perfect time to watch this!
One thing you could do to improve efficiency is wherever you have a distant work area, station some food and water there. Likewise the decontamination pods should be as near as possible to where the beavers sleep, and there should be food and water nearby too. That way you don't waste time with unnecessary travel, so things get done faster.
Matt, a tip for priorities: put your haulers, builders and research on low prio. They speed stuff up, but you can do without them. High prio water and food so you never run out of the essentials
*Makes beavers work in unsafe conditions like an architect.*
"How have I messed up so badly already?"
Why didn't build the Decontamination near the main settlement? The time it takes them to reach it would reduced by a huge margin which would allow them to complete healing. Also the Beaver that died in old age had a shortened lifespan due to be afflicted which reduced their stats meaning the blood is still in your hands.
RCE: One thing I did for the contaminated was to build a small water tank and food warehouse so they don't have to walk so far to eat and drink. I tried placing small housing but it doesn't mean they'll use it.
I’ve been waiting all week for this to be posted 😃
season 7 episode 12!!! wow Matt you are beaver king! keep the videos coming I love watching this series.
Water, wood and farmers always get maximum priority.
Everything producing advanced food get high priority, as well as District carriers.
Normal carriers get low priority.
This way you can always be sure to have enough ressources in a emergency to build up.
That was the strongest coffee removal!
Max well being should be next mission… this series is my fav
“Principle of the dong”
-RCE 2024
Bahahahaha....how appropriate, I finally made an episode (@19:04) and I LOVE Coffee!!!
Yay! Love Timberborn series
I'd like to see the beavers as happy as possible
I wonder if the powershaft could connect to the second level of one of those building or comeing down to the first level in the corner by the gear building from the second level for a strighter path.
This episode is a fine example of why districts are still very important.
The best part of Friday is here!
Have a look at the description of the badwater discharge when its built...
Not description but the weird quote thingys
all week waited for that video! :) THANK YOU
damn
i love this series
I love eastenders intro for a game about wood
You gotta work on logistics by building small buffer storages for in-/output next to producers and utilize jobs priorities. Without those efficiency will always suffer and micromanagement would be required.
i like it when he git rid of the coffee it was in a efficient shape
Fun fact: you can build platforms *over* power shafts. If you lay them down in the badwater first, you can build power shafts underneath from the safety of a nice dry pier!
Appreciate how Matt is wondering what everybody is doing while neglecting to see that the info in top left is showing how has a shortage of over 20 beavers.
(20+ more jobs than population)
Bro that long walk to the decontamination pods, lmao
Love the series. Have you figured out the forester near your water source yet? You need to mark some trees for planting!
Also, you should check out some more mods.
Ladders and vertical shafts are game changers, side platforms can be really useful in some situations, and I love that the ferris wheel takes the wellbeing points up to 69 😉
The mountain inbetween your wheat plantation and water, dynamite it to leveled ground and grow trees on that spot! If robot factories are planned you'll need at ton of basic materials like wood 😉 Remember that you have access to x3 dynamite depth
So...the biggest thing I think you should do to improve things here is that you need to stop focusing everything in the center of town. You need to start thinking in terms of hubs. If one area is going to have a lot of activity then it needs food and water supplies near it. As it stands you have food and water monopolized in the center of town. Contaminated beavers have -70% walking speed so it takes them almost twice as long to get anywhere, especially with the decontamination pods being on the other side of civilization...that's risking a huge disease outbreak.
If you create a lot more breeding pods (and reset all priorities to zero) you can have builders and haulers be the ones who are essentially the "unemployed" beavers (basically the ones who aren't doing a specific task).
I recently started playing The Universim and the logic of workers works similarly in that game. Any adult that is not assigned to a specialty job is classified as a "Laborer" and they are required for all your construction work.
Cant wait to see what RCE does with the gravity batteries! Tower of power incoming!!
I always hear welcome back to timberboners
i love this man
You should put a barracks and food storage near the decontamination things
For fun, I've gone to sandbox mode games with the drought lengths ramped to 35-42 days, depending on the map... You can make this a LOT more painful for those beavers.
add more homes to increase your workforce for your next projects. add more food production and water storage. and maybe reward them with a dance hall so they can party after work.
The purple polka-dotted elephant twirled effortlessly through the shimmering marshmallow clouds, serenading a chorus of neon-colored unicorns with a symphony of rubber duck quacks, while a troupe of tap-dancing penguins performed a synchronized ballet on the surface of a glistening rainbow puddle, accompanied by a cacophony of kazoo-playing squirrels wearing top hats and monocles, all under the watchful gaze of a bespectacled giraffe conducting an invisible orchestra with a magic wand made of cotton candy, as a fleet of flying bicycles pedaled furiously to keep up with the rhythm of a celestial banjo played by a giggling starfish wearing a bow tie made of seaweed, while a flock of winged watermelons soared overhead singing sea shanties in perfect harmony with a choir of intergalactic jellyfish, and in the midst of this whimsical spectacle, a curious cloud shaped like a giant marshmallow bunny floated by, trailing a stream of rainbow-colored bubbles that popped into showers of glittering confetti, causing a herd of giggling elephants to break into a spontaneous conga line around a towering ice cream sundae adorned with a crown made of twinkling fireflies, while a mischievous troupe of misfit robots tap-danced on stilts made of spaghetti, juggling rubber chickens and rubber duckies with an impressive display of dexterity, as a parade of synchronized swimming narwhals somersaulted through the air in perfect formation, leaving trails of sparkles in their wake, and suddenly, without warning, the entire scene dissolved into a swirl of cotton candy clouds and pixie dust, leaving behind nothing but a sense of wonder and whimsy lingering in the air.
Once again, the Timberborner's perfectly engineered theme fills me with engineering energy
You and Biffa should do a collaboration
I like how our play styles are completely different. I only have enough locations or work positions as beavers available. All the extra workers go into hauling post at lowest priority.
I'm thinking that a power battery might be in order considering how much surplus you have
Some good thinking here: you don't have to waste time putting out all the little fires when you can just let them combine into one giant fire!
-Put roof on houses !
-Build pods near housing !
Well, Matt, large power wheels are almost 4 times more efficient than small wheels. If you squish the flow of a bumhole in 2 cubes, one wheel can output around 400~ hp. So you'd only need 4 wheels to reach almost the same output 😅
"Season seven when some beavers went to heaven" goes hard
kindof impressive your colony is still alive
the game might need to have a patch that increases difficulty
currently kindof just a slow sandbox
Build a dam to flood the area next to the coffee maker for some aqua crops since they all need one depth.