Some additions to the tips: When moving a district centre, delete the path in front of the good district centre, build the new district centre wherever you want without needing to add a district gate, then go to the old one and migrate the entire population to the new one just before you delete it. Obviously, do this when paused, or this will cause the entire district to instantly grind ti a halt. Berries can be used as a food source in the mid or late game, long after farms have been set up, since they are great for low populations. Since they don't need to be replanted or tended to, you can set a forester to plant tone bunch and from then on you only need one beaver who can be relied upon to provide a continual harvest of berries in a situation where you don't have enough workers to replant a field of crops sustainably. Berries will always be there, slightly less nutritious, but they're actually really great in emergencies. Even though your growing space may look limited, all those tiles at the very edge of a green area with just a few scraps of grass are exactly as healthy and fertile as the 200% green spots. Do not waste them. Although you cannot place 1-block high platforms over stairs, *you can place 2-block high platforms over them.* Words cannot Express how useful this is. If you scroll up or down while holding alt, you will scroll up and down through the layers of buildings, even down to making your bridges seem to disappear. This is great for planning or placing paths in very densely packed, vertical structures. I found this out by accident, because my Discord push to talk button is alt, and I was so incredibly confused how my buildings just seemed to keep disappearing, until I figured it out. During a drought, *TURN OFF YOUR WATER PUMPS!* During a drought, leaving your water pumps on unless you are 100% out of water in your storage tanks can be a death sentence, particularly in the early game when your one and only water reservoir is used for both irrigation and drinking, and even into the layegame if you're as bad at planning as I am. It's best to build another reservoir on higher ground than your main one, so that if you run out of water in your water tanks you can replace the water you pump out quickly, before the water level gets low enough that evaporation becomes a really, really big problem. Don't waste your irrigation water in a drought, you can refill your water tanks once you have a steady supply again in the wet season. I might add more later, but wow... this might be one of the first city builder games I've played that draws me in this deep. I have problems with over-planning, being too ambitious, but this game forced me to take it one step at a time, because planning too far ahead is a near instant death sentence if you aren't careful. Don't leave that paused farmhouse there unbuilt! That land could be used for crops! Every scrap of land counts! It places me more, helps me control my ADHD and prevents me from burning out rapidly. Great game, I would reccomend it to anyone interested in city builders, even if you're like me and have difficulty sticking with them despite how much you love and enjoy them. This is worth it. And thank you for the tips, some of these are very helpful, it's been a long time since I watched a tips video because I was actually looking for tips, and not because I just wanted something funny or interesting to watch despite knowing full well that I would never need to use any such tips. Distribution posts and districts in general are my worst enemies in this game, and your advice on them combined with your advice on fully separating and specialising warehouses in particular are really bits of advice I wish I had long ago...
Simple tip: don't be afraid to construct temporary districts for the sake of distant water projects like dams at the edge of the map. These can be supplied entirely by the mother district if need be, especially if you don't transfer too many beavers.
Even though I've not played myself (yet), I've noticed that contrary to what you'd logically assume, dynamite explodes just fine when fully submerged, so go ahead and bomb those initial river channels until they're gaping canyons full of water.
Furthermore, Water evaporation is based on surface area, so you’d prefer deep reservoirs rather than wide ones. Dynamite can help with that. (Water also evaporates faster during Drought season.)
@@mari_023 Yeah, but plenty of game designers don't know that, so yeeting a stick of dynamite into water will somehow stop it from exploding in many games.
@@mari_023 yeah I’d say it’s not so logical as it takes some scientific knowledge not basic everyday knowledge so get your logical bullshit out of here
I've subscribed to you because of your Timberborn gameplays. Watched every single one of them. I've been obsessed with Timberborn lately and omg your tips are the best thank you for these!!
Another cool "Key-bind" i Learned is while holding ALT you can scroll to change the visible level. Saves alot of back and forth from the top of the screen while building multi-level builds
Here's something I found useful on my last attempt at hard mode. Beavers will not use food and water in another district, even if the resources are within range of the center, so it's possible to build up an emergency stockpile of food and water that will be untouches should you run out back home. Folktails adults will reproduce when they have space in their housing, so the single beaver housing can be used to prevent population growth. *Found this one out acidentally and wondered why my very old beavers wheren't having babies.
Something else to note is that, while beavers won't use storage from other districts, they will build there if it's within range. This lets you prebuild important buildings before moving anyone in.
In the opposite, you do not need to have district boundaries next to each other. With the "recommended" map your first district is near the map centre, you can make district 2 and 3 to the exit point of the river and to where the big hole that can easily be filled if you have explosives even though they are far enough away the borders of the districts don't touch. Going to the exit point and putting dams across the river right there, you never have the lower part of the river dry up. You can scavenge metal in both locations, the upper river can be dammed and overflow to exit near the first district. You can blast a single wide canal to let water flow towards the lower right corner. Build a levee based canal from right near water source across to the highlands in the upper left corner.
fun tip if you have an effective explosive production system destroy ur roads one at a time place explosives, then build platforms and place road on top, this way water flows wherever ur roads are(if u plan it properly) meaning a significant amount of the map will get water. works very well on default map and lakes map
I have seen another tip, the best way to use water on dryland is you make a single tile hole with explosives and then you place a water dump, then the beavers will fill it with water and the water dump will just green the dry land with larger radius than an irrigation tower. but making your roads into water canal saves a lot of space, RealCivilEngineer also used this and added a power shaft under the platforms reusing the canal and saving more space.
Only the resource gathering build it self has to be in the range of the district center. Then the beavers can travel somewhat outside the district center's range to gather resources. For example, in the map you're using for the hard mode you can actually reach two metal ruins (east and north) from your default district center by making as straight a road as possible to the site and placing the metal gathering flags at the very end of the reach of the district center.
Gathering can also overlap districts in this way. Multiple districts can gather in an area if their flags are in range, and the foresters can overlap planting areas. I haven't tested this with farming yet, but a split-district artificially irrigated farm is on my near-term projects.
About seasonal jobs like science huts: At some point the devs added the option to prioritize job sites, so you can just keep the "filler" jobs running at low priority now and beavers will just do those when the more urgent stuff is not available. Once there's vacancies in the essential tasks again they'll just go do that.
Tips and Tricks videos are some of the best content for Timberborn cause everyone is able to learn something new (Even the creator of the video sometimes) Heres to more amazing content in the future
Trick I figured out: levies are cheaper than the raised platforms. So if you're building stairs up or down a cliff early on the levies are less science to unlock and only need logs to build.
Excellent collection of tips I have been learning by playing and documenting the progress on my channel, however, it is a slow way to learn and sometimes you need a helping hand, especially in a game as rich and deep as Timberborn Thanks for taking the time to make the video, it really helps.
A thing that took way to long for me to figure out was that you can build platforms above staircases ... it makes a huge difference on the possible multilevel building you can create
You can make a zig zaggy diagonal road to get a bit closer to a building / dam / levee that is outside of building range instead of road that is made up of straight stretches with 90 degree bends. It doesn't look pretty but can get something built in a pinch.
Water flow downstream of a dam can be pretty inconsistent, once you have access to floodgates replacing one or two tiles with them and keeping them fully open during the wet season will let the flow be much more consistent which is great for power production.
A tip for efficiency. If your pumps are inside your dams and you don't pump during the dry season, set inventors huts to the lowest priority so that when you pause all your water pumps, they will go to unfilled positions, primarily this should only be the inventors huts that are left empty. Another is to set work place priorities in the order you want them filled, this is what the function is for, so use it that way. Food and water production should be the only buildings at the highest priority to ensure critical services are always filled. If you have multiple of each, place the extra that's not needed to maintain your population on the second lowest priority so other jobs can be filled before they start making a ton of extra water or food stock. Never plant anything but maple trees except for pine that is needed for resin only. You pay a hefty time penalty for trying to grow and harvest other types of trees other than maple on subsequent plantings. The first cycle of maples will be brutal but you can just cut down the pine you planted for resin early on until your maple trees mature for the first time. Don't plant more than 15 to 20 pine trees, you won't need that much in the long run, it only serves as your source of wood at the start and less than half of them are needed for resin later game.
some UI tipps: - you can switch through the terrain/build-levels by the buttons in the top right corner below the work hours adjustment. - if you click any built building the resources lists gets a green background and shows only stuff belonging to it's respective district. (doesn't work with buildings under construction, 'cause they actually doesn't even exist yet and aren't part of any district). - the field left to the date has a drop down menu (green arrow) which lets you quick select even far away districts. just some things the game doesn't really tell you about.
Here's 10 tips of my own, some of them obvious, mentioned in your playthrough series but not in the tips videos. If possible, concentrate at the start on chopping down the dead trees. The living ones won't die in a drought. The dead ones are already dead! Build housing, 'factories', storage buildings etc. as much as possible on unirrigated land. You need the irrigated land for planting and water gathering. Make sure that water wheels are placed parallel to the flow of water, otherwise they don't work. Build water pumps upstream of your dams. Try to keep them away from water wheels, they seem to slow the flow of water. When there is a drought, look what areas downstream of your dams 'dry out'. Avoid planting food in those areas. It might die. Trees though should survive. You can pause residences so that beavers don't move in. This can be especially useful in drought situations when beavers are dying. You can introduce 'birth control' by pausing residences. Kits are hungry, thirsty and don't do any work, so they are a burden on your colony when there is a food/water problem. Don't pause too many, otherwise you will have homeless beavers that don't get the advantage of all the 'buffs' from scenery, monuments, etc at night. They just sleep anywhere. Until you are ready to start flooding areas on the map, extend your colony downstream. The further downstream you dam, the longer the water is held upstream, keeping your land irrigated. Go upstream to start the structures that divert water into unirrigated areas, but make sure you still allow some flow down the original river. When you have reached the boundary of a district and want a new one, place a builders hut just before the gate into the new district. The builders in the old district will build some of the initial buildings in the new district (within a certain range) of their hut, before you've moved any beavers in! After placing the district gate, try running a path to where you want the new District centre to be. Place it, click on it, and see whether the red/green/amber path distance extends right up to the gate. If not, it's too far away from the old district. If you click on a district centre building, the stats in the top left are for that district only. Click on the name to change it. There's a hidden console in the game, ALT + SHIFT + Z toggles some new options on the toolbar, including a very limited editor, and a clickable 'Development console' button above the 'alerts' on the bottom left of the screen contains some cheats, and additional camera and game speed controls. ALT + SHIFT + X toggles the display of a debug mode panel, and uses the camera controls to move a 'pin' and 'blob' about to learn about individual tiles on the map.
Thank you for highlighting this comment. I'd love to see some of these tips in a future video, if they are worthy. It would be a small contribution to your channel that I have spent hundreds of happy hours watching, I don't ask for any credit/acknowledgement.
Just got the game and have really been impressed. It's adorable, challenging, and unique. I'm definitely enjoying the experience, but needed these tips BAD lol
Not sure if anyone else has said this, but you can power buildings through warehouses. So you could build a raw resource warehouse, a production building, and the output resource building in a row and just run power to the first warehouse. This also works with stacking. Put you production building on top of your warehouse and power the warehouse. Makes for more compact builds.
Waterway and storage optimization: Source -> primary reservoir -> map-length canals/troughs for crop irrigation set with water wheels along their length for power production -> secondary reservoir with pumps for thirsty beavers -> canal back towards water source or third reservoir which has a re-entry point either to the primary reservoir or some other point on map (or near source/primary reservoir) with pump and water drop build for water-cycling and lastly a step near that end stage with a dam to prevent overflowing/floading of your primary or secondary reservoirs. manaaging water levels means you can control water FLOW, which can be used to keep water wheels operational even during a long drought. TL;DR: Placing your pumps AFTER your waterwheels can lengthen the time the waterwheels run even during early game droughts before you have the reservoirs fully set up.
Tip: overburdening your power system slightly is not a bad thing. It only lowers your efficiency a slight bit but allows still all products to be produced at a slower but constant rate. I saw you always micromanage your power system that you always had free or matched power. Even though you could have just set it so efficiency could have been at 75% or even 50%. Especially when your beavers are not able to keep 100% efficiency because of resource import/export.
I try to keep it as high as possible, but indeed, 75% is usually what I shoot for. When it gets down to like 35%, I feel that's way too low, and generally pause buildings.
3:10 Even on the Plains map, on Medium difficulty, it’s quite doable to build a Dam 6-7 tiles wide, before the first Drought, although you have to be savvy about it, and not follow the Tutorial slavishly. Set up at least 3 Lumberjacks, preferably 4 or 5. Otherwise follow the Tutorial until it tells you to build the Water Wheel. Ignore that and build the Dam. Once the Dam is built, then construct the Water Wheel and follow the Tutorial again.
If you want to reposition your District Center and keep all the same population there, you can create a temporary new district first. Then in the middle of the night when all the beavers are asleep (so none of them will actually leave), migrate everyone to the temporary district. Delete and replace the center, then migrate everyone back. They'll never even get out of bed so you won't lose any time, and you can keep all the same beavers there if that's something you want to do.
0:15 I'm using this on my own Timberborn save. I'm playing on the Plains map and in one of the basins in the south of the map that I turned into a massive artificial lake, I'm taken down some ruins that are in the middle of one of two of my aquaculture areas so that once I finish taking down the ruins, I can grow more spadderdock and cattails
Not only do I love your regular content, but you're posting bonus content, in someone's lovely words' "Oh happy days!" Great tips, and I love the one especially about Beaver housing!! After all, beavers do have their homes accessible via waterways, it's a dry bed; well insulated and cosy; but it's still accessible by water; so to see yours set up in this way is such a wonderful idea. :) Beavers are natural earth movers, I'd love to see them be able to move dirt around, so not only can you hollow out pasture land, you can also build it up, in your case, higher to the water source. Admittedly, it's why you may want to hydrate the land; however if there isn't enough land, you need to move it first, hahaha!! Have a fab day :D
Note: when moving a city center, make sure you reset your limits for that district. Distribution posts will keep their trade routes to drop zones, but now will suddenly see you are asking for 100 of that item and not the other number you specified.
The Ctrl+H trick is also useful if you need to place something where the UI has popped up in your way or you need a better view of what's around it. I frequently find myself going to place something and forgetting to leave space for the descriptions to pop up. I just tested it, and it won't clear your selection when you hide the UI!
Suggestion when moving a district. Rather than delete then move the building place a town gate and new district, order the move of all beavers in the active town district to the new one delete the old and now empty district center, followed by the gate. reconnect the road, then unpause the game. You should have no variance in the activities if the beavers in the district.
@@KatherineOfSky What is the best about this game is the freedom of creativity and the non combat simulation . Just building, expanding, exploring, creating and keeping the healthy balance of water and food supply :D
My most interesting finding is that once you unlock dynamite you can grow stuff whereever you want. Just explode one tile and put a waterdump to it. It creates a green zone of about 12 tiles around it which is enough for 2-3 farms. Needs a refill every two weeks or just keep one beaver employed.
You don't even need to get to dynamite first to do that. Just use four levee blocks, leaving an open square in the middle. Then place the water dump and fill up the empty square between the blocks.
I wish they would give us the ability to assign building groups with Ctrl + Click. I would love to have all my pumps assigned to one group for quick pausing and unpausing as opposed to individually pausing them.
Is it too late to comment on this? I have some tips that I usually use. 1. Constructing an artificial river in order to obtain massive amounts of energy. 2. Detonate the land and construct platforms and roads on top of it (just make sure your water doesn't run to another level; it also means a larger surface area and faster evaporation). 3. Build platforms on the river so you can place buildings on them, so you can maximize your land for farming.
tip #1 works for any resource that's flooded, so if for some reason you have flooded trees and berries you can harvest them. I don't believe foresters will still plant underwater though
Nope. Same for farmed goods. On KOS's first colony, she had a plot of wheat (I think) that was planted during drought season and didn't mature until wet season. I totally want to see rice added and use the flooding mechanic!
More tutorial video in 2 days! I legit thought my brain was malfunctioning when I saw this video is in my youtube recommended video. "What? I think I just watched Kat's Timberborn Tutorial!" LOL
I'm a day late on this, but one tip I didn't realize until I tested it out. And it blew my mind the first time I did it: Explosives work even if they're submerged in water! I thought they wouldn't because, you know, explosives need some kind of lit fuse. So I kept waiting for droughts to set off explosives I'd set up in water ways. But on a whim, I thought "This SHOULDN'T work, but..." and tried it. Boom! Explosive went off and it set off all the others near it in the usual chain reaction.
@@KatherineOfSky Heh, I guess I never thought that would possible with something so archaic the way the game presents it. I would've thought "okay, lit fuse shouldn't burn underwater." But I also know absolutely nothing about explosives, so that's also on me.
Cheers, any tips for getting initial growth and establishment to get under way quicker, IE stuff that can be quickly built then reworked vs wait for better... I tend to "overenginneer".... any tips on managing storage I find alot of times even thou I may have a ton of the required resource till I much around moving it from storage to storage projects get ignored even thou the project is in range of the store yard. .... bread setups tips ... I use the same method setup for bread making distance from grinder to baker with a dedicated flour store sometimes the bread goes mental other times the grinder or baker idles away
I like to put 2 farms buildings, 1 dedicated to plant and the other to take the food (i dont speak english sorry) tht way i can use 2 workers too but with the diference tht both have diferent jobs
My question is: if you dig-out a small slope with dynamite, put a water-pump at the bottom, a water dump at the top, and a water-wheel in-between...can you create enough waterflow to move the water-wheel and create a perpetual-motion machine?!
You need more than one dump to give enough flow for a two-wide canal, and probably also more than one pump, and evaporation exists, so it isn't going to be an entirely self-sufficient system, but yes, you can do that.
@@tuxino hmmmmMmmmmm, I wonder whether that power-generation using ~4 beavers to maintain is better than the equivalent number beavers manually strolling in power-wheels... 🤔
@@pookage Remember that your water canal doesn't have to have only one wheel. You can make it longer and have multiple wheels in a row. (You could also make it wider, but then it would need even more dumps/pumps.)
YES! i needed to know how to get them to swim! i ran out of wood and am stuck on the lakes map just twiddling my thumbs. [edit] but now how do i get tech points? i only had enough wood to build some of what the tutorial told me.
@@KatherineOfSky nah, it was my bad, i didn't see the stairs carved into the wall letting me into the pine trees. i'm all good now, it was just me not seeing the stairs.
What about aestetics? I started adding shrubs and (sparesly) beaver statues to effect rhe working places, not only the lodgings. I.e. inbetween your elevated farms add a platform( as not to deter traffic) and place a shrub there, one tile is enough to mark the entire building
The best places are where more beavers go. And decorations don't care about verticality, it seems. So if you have the beaver homes in stacks, a single shrub can fill the Aesthetics bar of all the beavers in up to four stacks of lodgings while they sleep. I'm not sure how long it takes for the satisfaction bars to deplete, but if they need to be replenished during a workday, your idea should work for that. Also remember to include heavily trafficked areas to get the haulers.
@KatherineOfSky: I've never seen you use the layer level reveal that is on the far left UI, below the working day changer. Are you not aware of it or do you not find it useful?
I am aware of it, but I find it too fiddly. I will occasinally use it if I need to look under a platform or something. Normally, moving the camera is much quicker.
I also like to give my beavers the occasional "day off" or half day just so they have more time to visit the temple & carousel, usually just before the start and on the last day of a drought. -Beavers who work less also consume less food and water. If things are tight during a drought, try switching to 8 hour days.- Edit: they don't. I guess I should know better than to believe everything I read on the internet by now.
if beavers can swim in the water, why can't their buildings work when flooded? like the game devs added this constraint to make you avoid hoarding water with damns all over the place.
I'm not sure the term "bs" would apply. It's just not what it professes to be. You just have to limit your population to a minimum and store lots of water. Not really "hard" in any way.
@@KatherineOfSky Thanks, it's working now, don't know what was wrong. I enjoyed these vids of yours so much I bought the game, thanks for the great content.
Ah, the abundance of alliterations in this top ten Timberborn tutorial. And thank you for not mangling my name. Most people with English as their first language are utterly incapable of saying "Ole".
@Ole - On the one hand I'm mad that you got credit for something I've tried to explain a few times, but on the other hand at least now people know about it. Although you missed another major benefit: builders! They also spend most of their time hauling logs, possibly even more than lumberjacks. So potatoes also double their productivity as well.
Some additions to the tips:
When moving a district centre, delete the path in front of the good district centre, build the new district centre wherever you want without needing to add a district gate, then go to the old one and migrate the entire population to the new one just before you delete it. Obviously, do this when paused, or this will cause the entire district to instantly grind ti a halt.
Berries can be used as a food source in the mid or late game, long after farms have been set up, since they are great for low populations. Since they don't need to be replanted or tended to, you can set a forester to plant tone bunch and from then on you only need one beaver who can be relied upon to provide a continual harvest of berries in a situation where you don't have enough workers to replant a field of crops sustainably. Berries will always be there, slightly less nutritious, but they're actually really great in emergencies.
Even though your growing space may look limited, all those tiles at the very edge of a green area with just a few scraps of grass are exactly as healthy and fertile as the 200% green spots. Do not waste them.
Although you cannot place 1-block high platforms over stairs, *you can place 2-block high platforms over them.* Words cannot Express how useful this is.
If you scroll up or down while holding alt, you will scroll up and down through the layers of buildings, even down to making your bridges seem to disappear. This is great for planning or placing paths in very densely packed, vertical structures. I found this out by accident, because my Discord push to talk button is alt, and I was so incredibly confused how my buildings just seemed to keep disappearing, until I figured it out.
During a drought, *TURN OFF YOUR WATER PUMPS!* During a drought, leaving your water pumps on unless you are 100% out of water in your storage tanks can be a death sentence, particularly in the early game when your one and only water reservoir is used for both irrigation and drinking, and even into the layegame if you're as bad at planning as I am. It's best to build another reservoir on higher ground than your main one, so that if you run out of water in your water tanks you can replace the water you pump out quickly, before the water level gets low enough that evaporation becomes a really, really big problem. Don't waste your irrigation water in a drought, you can refill your water tanks once you have a steady supply again in the wet season.
I might add more later, but wow... this might be one of the first city builder games I've played that draws me in this deep. I have problems with over-planning, being too ambitious, but this game forced me to take it one step at a time, because planning too far ahead is a near instant death sentence if you aren't careful. Don't leave that paused farmhouse there unbuilt! That land could be used for crops! Every scrap of land counts! It places me more, helps me control my ADHD and prevents me from burning out rapidly. Great game, I would reccomend it to anyone interested in city builders, even if you're like me and have difficulty sticking with them despite how much you love and enjoy them. This is worth it.
And thank you for the tips, some of these are very helpful, it's been a long time since I watched a tips video because I was actually looking for tips, and not because I just wanted something funny or interesting to watch despite knowing full well that I would never need to use any such tips. Distribution posts and districts in general are my worst enemies in this game, and your advice on them combined with your advice on fully separating and specialising warehouses in particular are really bits of advice I wish I had long ago...
Simple tip: don't be afraid to construct temporary districts for the sake of distant water projects like dams at the edge of the map. These can be supplied entirely by the mother district if need be, especially if you don't transfer too many beavers.
Even though I've not played myself (yet), I've noticed that contrary to what you'd logically assume, dynamite explodes just fine when fully submerged, so go ahead and bomb those initial river channels until they're gaping canyons full of water.
actually, it would be logical to assume it works underwater
most explosives bring their own oxidizer, which allows them to explode without air
Furthermore, Water evaporation is based on surface area, so you’d prefer deep reservoirs rather than wide ones. Dynamite can help with that.
(Water also evaporates faster during Drought season.)
@@mari_023
Yeah, but plenty of game designers don't know that, so yeeting a stick of dynamite into water will somehow stop it from exploding in many games.
If you go too deep though, the land on the shore stops being irrigated. From the 'riverbed' to the shore must not exceed 3 (maybe even 2) in height.
@@mari_023 yeah I’d say it’s not so logical as it takes some scientific knowledge not basic everyday knowledge so get your logical bullshit out of here
I've subscribed to you because of your Timberborn gameplays. Watched every single one of them. I've been obsessed with Timberborn lately and omg your tips are the best thank you for these!!
also I loooove your narration and voice!
Aww, thank you!
@@KatherineOfSky
I subbed to both you and Skye thanks to timberborn, and it's funny how different your gameplay styles are.
@@flingage Skye is an great content creator too! The game is so versatile like that: you can play it many different ways!
Another cool "Key-bind" i Learned is while holding ALT you can scroll to change the visible level. Saves alot of back and forth from the top of the screen while building multi-level builds
Ooh, nice!
Here's something I found useful on my last attempt at hard mode.
Beavers will not use food and water in another district, even if the resources are within range of the center, so it's possible to build up an emergency stockpile of food and water that will be untouches should you run out back home.
Folktails adults will reproduce when they have space in their housing, so the single beaver housing can be used to prevent population growth. *Found this one out acidentally and wondered why my very old beavers wheren't having babies.
Something else to note is that, while beavers won't use storage from other districts, they will build there if it's within range. This lets you prebuild important buildings before moving anyone in.
In the opposite, you do not need to have district boundaries next to each other. With the "recommended" map your first district is near the map centre, you can make district 2 and 3 to the exit point of the river and to where the big hole that can easily be filled if you have explosives even though they are far enough away the borders of the districts don't touch. Going to the exit point and putting dams across the river right there, you never have the lower part of the river dry up.
You can scavenge metal in both locations, the upper river can be dammed and overflow to exit near the first district. You can blast a single wide canal to let water flow towards the lower right corner. Build a levee based canal from right near water source across to the highlands in the upper left corner.
fun tip if you have an effective explosive production system destroy ur roads one at a time place explosives, then build platforms and place road on top, this way water flows wherever ur roads are(if u plan it properly) meaning a significant amount of the map will get water. works very well on default map and lakes map
I have seen another tip, the best way to use water on dryland is you make a single tile hole with explosives and then you place a water dump, then the beavers will fill it with water and the water dump will just green the dry land with larger radius than an irrigation tower.
but making your roads into water canal saves a lot of space, RealCivilEngineer also used this and added a power shaft under the platforms reusing the canal and saving more space.
Only the resource gathering build it self has to be in the range of the district center. Then the beavers can travel somewhat outside the district center's range to gather resources. For example, in the map you're using for the hard mode you can actually reach two metal ruins (east and north) from your default district center by making as straight a road as possible to the site and placing the metal gathering flags at the very end of the reach of the district center.
Gathering can also overlap districts in this way. Multiple districts can gather in an area if their flags are in range, and the foresters can overlap planting areas. I haven't tested this with farming yet, but a split-district artificially irrigated farm is on my near-term projects.
I just woke up and thought it would be nice to listen to your voice while i got ready for work. Just did a double take on that introduction!
haha! Enjoy!
I listen to her voice to go to sleep. Its very nice
@@KatherineOfSky It certainly woke me up.
About seasonal jobs like science huts: At some point the devs added the option to prioritize job sites, so you can just keep the "filler" jobs running at low priority now and beavers will just do those when the more urgent stuff is not available. Once there's vacancies in the essential tasks again they'll just go do that.
Tips and Tricks videos are some of the best content for Timberborn cause everyone is able to learn something new (Even the creator of the video sometimes) Heres to more amazing content in the future
Indeed! It's a great way to share knowledge! I've learned so many things from people writing comments to me!
Trick I figured out: levies are cheaper than the raised platforms. So if you're building stairs up or down a cliff early on the levies are less science to unlock and only need logs to build.
But are Levies *faster* to build than Platforms?
Excellent collection of tips
I have been learning by playing and documenting the progress on my channel, however, it is a slow way to learn and sometimes you need a helping hand, especially in a game as rich and deep as Timberborn
Thanks for taking the time to make the video, it really helps.
#5 did actually shock me! Finally a top ten list that holds what the others promise.
A thing that took way to long for me to figure out was that you can build platforms above staircases ... it makes a huge difference on the possible multilevel building you can create
Oh! So the supports for the platform above just meld with the stairs? Nice!
You can make a zig zaggy diagonal road to get a bit closer to a building / dam / levee that is outside of building range instead of road that is made up of straight stretches with 90 degree bends. It doesn't look pretty but can get something built in a pinch.
Water flow downstream of a dam can be pretty inconsistent, once you have access to floodgates replacing one or two tiles with them and keeping them fully open during the wet season will let the flow be much more consistent which is great for power production.
A tip for efficiency. If your pumps are inside your dams and you don't pump during the dry season, set inventors huts to the lowest priority so that when you pause all your water pumps, they will go to unfilled positions, primarily this should only be the inventors huts that are left empty.
Another is to set work place priorities in the order you want them filled, this is what the function is for, so use it that way. Food and water production should be the only buildings at the highest priority to ensure critical services are always filled. If you have multiple of each, place the extra that's not needed to maintain your population on the second lowest priority so other jobs can be filled before they start making a ton of extra water or food stock.
Never plant anything but maple trees except for pine that is needed for resin only. You pay a hefty time penalty for trying to grow and harvest other types of trees other than maple on subsequent plantings. The first cycle of maples will be brutal but you can just cut down the pine you planted for resin early on until your maple trees mature for the first time. Don't plant more than 15 to 20 pine trees, you won't need that much in the long run, it only serves as your source of wood at the start and less than half of them are needed for resin later game.
some UI tipps:
- you can switch through the terrain/build-levels by the buttons in the top right corner below the work hours adjustment.
- if you click any built building the resources lists gets a green background and shows only stuff belonging to it's respective district. (doesn't work with buildings under construction, 'cause they actually doesn't even exist yet and aren't part of any district).
- the field left to the date has a drop down menu (green arrow) which lets you quick select even far away districts.
just some things the game doesn't really tell you about.
I have 4 farm house 1 set to planting and 3 set to harvesting, planting is 3x as fast as harvesting
Thanks KoS! I remember you helping me with Factorio yeeeeaaaars ago, glad to see you're still at it!
I hope you are still playing too!
@@KatherineOfSky I actually do come back to it from time to time :) Currently playing this, though!
Here's 10 tips of my own, some of them obvious, mentioned in your playthrough series but not in the tips videos.
If possible, concentrate at the start on chopping down the dead trees. The living ones won't die in a drought. The dead ones are already dead!
Build housing, 'factories', storage buildings etc. as much as possible on unirrigated land. You need the irrigated land for planting and water gathering.
Make sure that water wheels are placed parallel to the flow of water, otherwise they don't work.
Build water pumps upstream of your dams. Try to keep them away from water wheels, they seem to slow the flow of water.
When there is a drought, look what areas downstream of your dams 'dry out'. Avoid planting food in those areas. It might die. Trees though should survive.
You can pause residences so that beavers don't move in. This can be especially useful in drought situations when beavers are dying. You can introduce 'birth control' by pausing residences. Kits are hungry, thirsty and don't do any work, so they are a burden on your colony when there is a food/water problem. Don't pause too many, otherwise you will have homeless beavers that don't get the advantage of all the 'buffs' from scenery, monuments, etc at night. They just sleep anywhere.
Until you are ready to start flooding areas on the map, extend your colony downstream. The further downstream you dam, the longer the water is held upstream, keeping your land irrigated. Go upstream to start the structures that divert water into unirrigated areas, but make sure you still allow some flow down the original river.
When you have reached the boundary of a district and want a new one, place a builders hut just before the gate into the new district. The builders in the old district will build some of the initial buildings in the new district (within a certain range) of their hut, before you've moved any beavers in!
After placing the district gate, try running a path to where you want the new District centre to be. Place it, click on it, and see whether the red/green/amber path distance extends right up to the gate. If not, it's too far away from the old district.
If you click on a district centre building, the stats in the top left are for that district only. Click on the name to change it.
There's a hidden console in the game, ALT + SHIFT + Z toggles some new options on the toolbar, including a very limited editor, and a clickable 'Development console' button above the 'alerts' on the bottom left of the screen contains some cheats, and additional camera and game speed controls. ALT + SHIFT + X toggles the display of a debug mode panel, and uses the camera controls to move a 'pin' and 'blob' about to learn about individual tiles on the map.
Thank you for highlighting this comment. I'd love to see some of these tips in a future video, if they are worthy. It would be a small contribution to your channel that I have spent hundreds of happy hours watching, I don't ask for any credit/acknowledgement.
Just got the game and have really been impressed. It's adorable, challenging, and unique. I'm definitely enjoying the experience, but needed these tips BAD lol
Not sure if anyone else has said this, but you can power buildings through warehouses. So you could build a raw resource warehouse, a production building, and the output resource building in a row and just run power to the first warehouse. This also works with stacking. Put you production building on top of your warehouse and power the warehouse. Makes for more compact builds.
Housing also transfer Power.
And the district centre.
loved your factorio vids back in the day. i am starting to get into timberborne and happy to see your vids. thank you!
My pleasure! I hope you'll enjoy all the community lore as well!
Waterway and storage optimization: Source -> primary reservoir -> map-length canals/troughs for crop irrigation set with water wheels along their length for power production -> secondary reservoir with pumps for thirsty beavers -> canal back towards water source or third reservoir which has a re-entry point either to the primary reservoir or some other point on map (or near source/primary reservoir) with pump and water drop build for water-cycling and lastly a step near that end stage with a dam to prevent overflowing/floading of your primary or secondary reservoirs. manaaging water levels means you can control water FLOW, which can be used to keep water wheels operational even during a long drought.
TL;DR: Placing your pumps AFTER your waterwheels can lengthen the time the waterwheels run even during early game droughts before you have the reservoirs fully set up.
Tip: overburdening your power system slightly is not a bad thing.
It only lowers your efficiency a slight bit but allows still all products to be produced at a slower but constant rate.
I saw you always micromanage your power system that you always had free or matched power. Even though you could have just set it so efficiency could have been at 75% or even 50%.
Especially when your beavers are not able to keep 100% efficiency because of resource import/export.
I try to keep it as high as possible, but indeed, 75% is usually what I shoot for. When it gets down to like 35%, I feel that's way too low, and generally pause buildings.
3:10 Even on the Plains map, on Medium difficulty, it’s quite doable to build a Dam 6-7 tiles wide, before the first Drought, although you have to be savvy about it, and not follow the Tutorial slavishly. Set up at least 3 Lumberjacks, preferably 4 or 5. Otherwise follow the Tutorial until it tells you to build the Water Wheel. Ignore that and build the Dam. Once the Dam is built, then construct the Water Wheel and follow the Tutorial again.
Loved your factorio vids, great to see you doing vids for timberborn too!
If you want to reposition your District Center and keep all the same population there, you can create a temporary new district first. Then in the middle of the night when all the beavers are asleep (so none of them will actually leave), migrate everyone to the temporary district. Delete and replace the center, then migrate everyone back. They'll never even get out of bed so you won't lose any time, and you can keep all the same beavers there if that's something you want to do.
5:00 I'm so glad the December update gave the Nutrition stats better names!
KoS goes above and beyond! The title is 10 tips, but there are 13 in the video!
I love giving extras, just in case people miss one! XD
0:15 I'm using this on my own Timberborn save. I'm playing on the Plains map and in one of the basins in the south of the map that I turned into a massive artificial lake, I'm taken down some ruins that are in the middle of one of two of my aquaculture areas so that once I finish taking down the ruins, I can grow more spadderdock and cattails
Not only do I love your regular content, but you're posting bonus content, in someone's lovely words' "Oh happy days!" Great tips, and I love the one especially about Beaver housing!! After all, beavers do have their homes accessible via waterways, it's a dry bed; well insulated and cosy; but it's still accessible by water; so to see yours set up in this way is such a wonderful idea. :)
Beavers are natural earth movers, I'd love to see them be able to move dirt around, so not only can you hollow out pasture land, you can also build it up, in your case, higher to the water source. Admittedly, it's why you may want to hydrate the land; however if there isn't enough land, you need to move it first, hahaha!!
Have a fab day :D
Thank you! I hope you have a great day too!
Thanks for the Top 13 Tips! Wonderful information that will prove useful to us!
You are very welcome! I always like to include extras!
Note: when moving a city center, make sure you reset your limits for that district. Distribution posts will keep their trade routes to drop zones, but now will suddenly see you are asking for 100 of that item and not the other number you specified.
Ooh, good catch. I better go check my starting district's limits...
Thanks for the tips, and the encouragement to pick this game up, been loving it!
Have fun!
The Ctrl+H trick is also useful if you need to place something where the UI has popped up in your way or you need a better view of what's around it. I frequently find myself going to place something and forgetting to leave space for the descriptions to pop up. I just tested it, and it won't clear your selection when you hide the UI!
Suggestion when moving a district. Rather than delete then move the building place a town gate and new district, order the move of all beavers in the active town district to the new one delete the old and now empty district center, followed by the gate. reconnect the road, then unpause the game. You should have no variance in the activities if the beavers in the district.
That's even better! Thanks!
Sorry for the typos and formatting errors in the above but I was already late for work when i was typing it and did not proofread it.
Just started Timberborn. It's one of THE BEST Early access games I have ever played. Thanks for the tips.
Thoroughly agreed!
@@KatherineOfSky What is the best about this game is the freedom of creativity and the non combat simulation . Just building, expanding, exploring, creating and keeping the healthy balance of water and food supply :D
My most interesting finding is that once you unlock dynamite you can grow stuff whereever you want. Just explode one tile and put a waterdump to it. It creates a green zone of about 12 tiles around it which is enough for 2-3 farms. Needs a refill every two weeks or just keep one beaver employed.
You don't even need to get to dynamite first to do that. Just use four levee blocks, leaving an open square in the middle. Then place the water dump and fill up the empty square between the blocks.
Thanks Katherine!
"Angry red icons" XD I love it
Hi this video was very helpful thanks
Glad it was helpful!
I wish they would give us the ability to assign building groups with Ctrl + Click. I would love to have all my pumps assigned to one group for quick pausing and unpausing as opposed to individually pausing them.
Is it too late to comment on this? I have some tips that I usually use.
1. Constructing an artificial river in order to obtain massive amounts of energy.
2. Detonate the land and construct platforms and roads on top of it (just make sure your water doesn't run to another level; it also means a larger surface area and faster evaporation).
3. Build platforms on the river so you can place buildings on them, so you can maximize your land for farming.
Thanks for the video!
tip #1 works for any resource that's flooded, so if for some reason you have flooded trees and berries you can harvest them. I don't believe foresters will still plant underwater though
Nope. Same for farmed goods. On KOS's first colony, she had a plot of wheat (I think) that was planted during drought season and didn't mature until wet season. I totally want to see rice added and use the flooding mechanic!
@@bloodgain nope? I for sure have harvested underwater trees, unless they've patched it
@@ephemeraldgames
I think the "nope" was meant as answer to your final sentence only. In other words bloodgain was agreeing with you.
@@ephemeraldgames Oh, sorry, no, I was agreeing with your statement "I don't believe foresters will still plant underwater though" :-)
@@bloodgain word! sorry for misreading :)
More tutorial video in 2 days! I legit thought my brain was malfunctioning when I saw this video is in my youtube recommended video. "What? I think I just watched Kat's Timberborn Tutorial!" LOL
I'm a day late on this, but one tip I didn't realize until I tested it out. And it blew my mind the first time I did it:
Explosives work even if they're submerged in water!
I thought they wouldn't because, you know, explosives need some kind of lit fuse. So I kept waiting for droughts to set off explosives I'd set up in water ways. But on a whim, I thought "This SHOULDN'T work, but..." and tried it. Boom! Explosive went off and it set off all the others near it in the usual chain reaction.
They definitely do! IRL explosives are used underwater frequently for demolition, warfare, construction, etc.
@@KatherineOfSky Heh, I guess I never thought that would possible with something so archaic the way the game presents it. I would've thought "okay, lit fuse shouldn't burn underwater." But I also know absolutely nothing about explosives, so that's also on me.
those vertical stacked wooden boxes defies physic!
Cheers, any tips for getting initial growth and establishment to get under way quicker, IE stuff that can be quickly built then reworked vs wait for better... I tend to "overenginneer".... any tips on managing storage I find alot of times even thou I may have a ton of the required resource till I much around moving it from storage to storage projects get ignored even thou the project is in range of the store yard. .... bread setups tips ... I use the same method setup for bread making distance from grinder to baker with a dedicated flour store sometimes the bread goes mental other times the grinder or baker idles away
I like to put 2 farms buildings, 1 dedicated to plant and the other to take the food (i dont speak english sorry) tht way i can use 2 workers too but with the diference tht both have diferent jobs
this game is SOOOOOOOOO ADDICTING
I love Beavery fun! its a cool game so far. Good tips. Thanks so much.
gr8 vid! subscribed
2:10 didn't know that!!
My question is: if you dig-out a small slope with dynamite, put a water-pump at the bottom, a water dump at the top, and a water-wheel in-between...can you create enough waterflow to move the water-wheel and create a perpetual-motion machine?!
You need more than one dump to give enough flow for a two-wide canal, and probably also more than one pump, and evaporation exists, so it isn't going to be an entirely self-sufficient system, but yes, you can do that.
@@tuxino hmmmmMmmmmm, I wonder whether that power-generation using ~4 beavers to maintain is better than the equivalent number beavers manually strolling in power-wheels... 🤔
@@pookage
Remember that your water canal doesn't have to have only one wheel. You can make it longer and have multiple wheels in a row. (You could also make it wider, but then it would need even more dumps/pumps.)
YES! i needed to know how to get them to swim! i ran out of wood and am stuck on the lakes map just twiddling my thumbs.
[edit] but now how do i get tech points? i only had enough wood to build some of what the tutorial told me.
inventors huts
@@KatherineOfSky nah, it was my bad, i didn't see the stairs carved into the wall letting me into the pine trees. i'm all good now, it was just me not seeing the stairs.
I wish I knew that this game has no workshop shoulda looked at that first
There are plenty of mods for the game, just not on steam
What about aestetics?
I started adding shrubs and (sparesly) beaver statues to effect rhe working places, not only the lodgings.
I.e. inbetween your elevated farms add a platform( as not to deter traffic) and place a shrub there, one tile is enough to mark the entire building
The best places are where more beavers go. And decorations don't care about verticality, it seems. So if you have the beaver homes in stacks, a single shrub can fill the Aesthetics bar of all the beavers in up to four stacks of lodgings while they sleep. I'm not sure how long it takes for the satisfaction bars to deplete, but if they need to be replenished during a workday, your idea should work for that. Also remember to include heavily trafficked areas to get the haulers.
Farmers don't actually stay in their buildings long enough to get the buff unless they're idle. Same is probably true for haulers and builders.
Does anyone know if it is possible to lower the required food per beaver? I was wondering if maybe lowering the working hours would affect it...
There's no gameplay way... you could mod it. Why not just produce more food?
@KatherineOfSky: I've never seen you use the layer level reveal that is on the far left UI, below the working day changer. Are you not aware of it or do you not find it useful?
I am aware of it, but I find it too fiddly. I will occasinally use it if I need to look under a platform or something. Normally, moving the camera is much quicker.
@@KatherineOfSky Okydokes, thanks for the swift answer. Your argument makes perfect sense :)
What map did you use in the video?
I have no idea.
What map is the best
They are all really good. Depends what you want to do with them. There's no "best". Just load them up and choose the one that appeals to you.
Thank you love your vids
Just a question what map where you using
The recommended map is Plains, and it’s a pretty friendly map, with lots of opportunities to do things without great difficulty.
what map is this? is it vanilla or can you share a link?
Would it be worth doing an updated one of these with the changes to the game so far?
Maybe, but they take a LONG time to do. Like 6 hours or so. I prefer doing 6 episodes of a Let's Play instead...
Спасибо! Так тяжело найти подсказки для этой игры, было очень полезно!
Enjoy!
How is the info on the left of the hud extended like that? I can't figure it out lol and I need that in my life
Click on the top menu items
I also like to give my beavers the occasional "day off" or half day just so they have more time to visit the temple & carousel, usually just before the start and on the last day of a drought. -Beavers who work less also consume less food and water. If things are tight during a drought, try switching to 8 hour days.- Edit: they don't. I guess I should know better than to believe everything I read on the internet by now.
Actually they don't. That's not something that's in the game at present.
@@KatherineOfSky ORLY? well I guess I was misinformed.
Hi!
Hiya
Are you sure water going through buildings isn't just a bug? It seems so immersion-breaking and completely counterintuitive for it to be a feature
It's a feature. In particular, the 2-story Folktail dens are meant for the lower level to be submerged.
Did they remove the ability to see the bonuses in-game? I can't find what Awe and Nutrition do inside the game any more.
You need to click on a beaver, then hover over the star. I wish they made it a large "hitbox" for the mouse pointer.
@@KatherineOfSky Oh thanks! I tried the mouseover before, but I think i was too impatient.
@@KatherineOfSky Yes, after the update the hitbox is tiny.
Hi KOS🤚
Howdy!
It reminds me of Banished for some reason.
I marked the trees for the beavers to cut but they wont go to that area :(
what map do you use?
I've played many maps.
Tip #11: Beavers are cute
indoor swimming pool... hilarious!
if beavers can swim in the water, why can't their buildings work when flooded? like the game devs added this constraint to make you avoid hoarding water with damns all over the place.
Continue postando os viideos! Te desejo muita sorte com o teu canal! Continue postando os viideos!
Grande abraço e até mais!
Aww, thank you!
I followed the tutorial and the fact you can use walkways in water makes me understand I don't know anything about this game
I find that hard mode is bs. I have 3 good days follow by 28 days drought. Rinse and repeat. They can't make it even more predictable.
I'm not sure the term "bs" would apply. It's just not what it professes to be. You just have to limit your population to a minimum and store lots of water. Not really "hard" in any way.
Anyone else having trouble getting this video to play? everything else on YT works but not this.
Hmm, that sounds odd. Have you tried restarting your browser`?
@@KatherineOfSky Thanks, it's working now, don't know what was wrong. I enjoyed these vids of yours so much I bought the game, thanks for the great content.
👏🙂
Ah, the abundance of alliterations in this top ten Timberborn tutorial.
And thank you for not mangling my name. Most people with English as their first language are utterly incapable of saying "Ole".
Based on your name, I guessed you were scandinavian, so I was hoping I would say your name correctly :-)
@Ole - On the one hand I'm mad that you got credit for something I've tried to explain a few times, but on the other hand at least now people know about it. Although you missed another major benefit: builders! They also spend most of their time hauling logs, possibly even more than lumberjacks. So potatoes also double their productivity as well.
another 10 tips, video name should be changed so they know you have an other one
That's why I added the "More" in the thumbnail ;-)
Moist.