Happy New Year everybody! And we start of 2025 with a newly made video about Timberborn. Been sick for a month but I'm back now. What's your thought about 3D terrain and Tubeways?
Very interesting. I'm guessing that you don't need platforms to hold up the roof on that passageway, because if you were to later delete the platforms, there'd be no supports, so you'd either delete the ground above too, or have a collapse as things move around. So, odds are good that you just need buildings and platforms to help place them. I may be wrong. It may just be impossible to delete the buildings. Rather looking forward to seeing it in more detail though.
The main reason I avoid doing separate districts is the sheer number of beavers you need to dedicate to delivering goods between them. Tubeways might actualy alleviate that. Then again, they might very well eliminate the need for separate districts altogether.
Bots make districts actively detrimental, because you'd need to constantly micromanage population migration, when it would just be easier to build charging stations or the other necessary facilities near work, and refrain from assigning living beavers to building or hauling. In the late-game, when you're squeezing every drop of resources and space out of a map, for no other reason than that you can, it's the distance that slows everything down. Bots don't have that problem, if their stations are next to the job. They don't sleep, so no big walking trip wasting all the time they're awake. 24 hours of labor, broken by brief periods of the various faction specific refueling. And, with the live beavers not assigned to building or hauling, they stay near the water, food, and rest they need, without having to micromanage anything else about them. Bots simply don't care, if they got their juice. Question: Instead of tubes, why not boats? We already got the immigration gate stuff between districts. Why not make that system useful again, by making a utility that moves significant storage in a timely manner? Dang, just make it able to ship materials AND passengers, and you've got something 10 times more useful than anything shown in the video, with the exception of verticality (which, would be part of the fun). Could you imagine advanced floodgates to build locks and raising/lowering water levels to get the ship uphill, like it's the Panama Canal? Totally on brand with the current gameplay philosophy. -It's easy to justify, cuz beavers. -Making it an entity, and attaching values, while following the current path making system would be beyond easy. -It would be thematic as all heck. I like this game, but I hate it when games get bloated and just keep adding stuff that makes features irrelevant or detrimental. Like with bots and districts. It needs SOMETHING to make those elements important and useful again.
The setup at 3:00 is using the left wall being all dirt to transfer the irrigation vertically. That works in Update 6 currently. You can drop single columns down from aqueducts to irrigate below.
I'm glad there is finally a way to transport beaver faster up and down. Until now it always felt so difficult with just the stairs in game to bring them up and down.
Great video as usual, friend! I am waiting for an updated video about crazy optimised buildings, just like the one you did a couple of years ago, this time taking advantage of the overhangings and the new platforms :)
Tubeways are surprising. I honestly was thinking of log flumes or log toboggans to make sense to me [Something that travels on the water], but figured that would take from the spirit of the game. Guess we will see how it plays out.
Happy New Year everybody! And we start of 2025 with a newly made video about Timberborn. Been sick for a month but I'm back now. What's your thought about 3D terrain and Tubeways?
Very interesting. I'm guessing that you don't need platforms to hold up the roof on that passageway, because if you were to later delete the platforms, there'd be no supports, so you'd either delete the ground above too, or have a collapse as things move around. So, odds are good that you just need buildings and platforms to help place them. I may be wrong. It may just be impossible to delete the buildings. Rather looking forward to seeing it in more detail though.
Tubeways are very unexpected. I don't like to do districts so I will be using them to get my beavers going faster over longer distances.
The main reason I avoid doing separate districts is the sheer number of beavers you need to dedicate to delivering goods between them. Tubeways might actualy alleviate that.
Then again, they might very well eliminate the need for separate districts altogether.
That's a good idea. Lots of interesting things can be done with tubeways
Bots make districts actively detrimental, because you'd need to constantly micromanage population migration, when it would just be easier to build charging stations or the other necessary facilities near work, and refrain from assigning living beavers to building or hauling.
In the late-game, when you're squeezing every drop of resources and space out of a map, for no other reason than that you can, it's the distance that slows everything down. Bots don't have that problem, if their stations are next to the job. They don't sleep, so no big walking trip wasting all the time they're awake. 24 hours of labor, broken by brief periods of the various faction specific refueling.
And, with the live beavers not assigned to building or hauling, they stay near the water, food, and rest they need, without having to micromanage anything else about them. Bots simply don't care, if they got their juice.
Question:
Instead of tubes, why not boats? We already got the immigration gate stuff between districts. Why not make that system useful again, by making a utility that moves significant storage in a timely manner?
Dang, just make it able to ship materials AND passengers, and you've got something 10 times more useful than anything shown in the video, with the exception of verticality (which, would be part of the fun).
Could you imagine advanced floodgates to build locks and raising/lowering water levels to get the ship uphill, like it's the Panama Canal? Totally on brand with the current gameplay philosophy.
-It's easy to justify, cuz beavers.
-Making it an entity, and attaching values, while following the current path making system would be beyond easy.
-It would be thematic as all heck.
I like this game, but I hate it when games get bloated and just keep adding stuff that makes features irrelevant or detrimental. Like with bots and districts. It needs SOMETHING to make those elements important and useful again.
They keep finding ways to make the game even better!
Devs are amazing! They always have surprise for us
The setup at 3:00 is using the left wall being all dirt to transfer the irrigation vertically.
That works in Update 6 currently. You can drop single columns down from aqueducts to irrigate below.
I didn't know about that. Thanks man
@itszeeeti Happy to help!
I'm glad there is finally a way to transport beaver faster up and down. Until now it always felt so difficult with just the stairs in game to bring them up and down.
🤔 difficult to take stairs? I honestly never had problem with stairs
The tubeways are great ... has a real Futurama-vibe 👍
Hahaha definitely building futurama city
Great video as usual, friend! I am waiting for an updated video about crazy optimised buildings, just like the one you did a couple of years ago, this time taking advantage of the overhangings and the new platforms :)
Thanks Pixxa, i should make a crazy optimized buildings video for Update 6
With vertical farming i fear the small maps are getting too simple ... but let's see how it turns out
That is a problem. Let's hope map builders can find a different challenge
@@itszeeeti They(developers) could just make it so crops can’t grow when a dirt tile is above it.
Tubeways are surprising. I honestly was thinking of log flumes or log toboggans to make sense to me [Something that travels on the water], but figured that would take from the spirit of the game. Guess we will see how it plays out.
Very surprising, but it will be interesting to se how it all plays out
Kinda cool. Either you can do an underground GLA tunnel system or just go full Futurama and have sky tubes on overhangs zig-zagging ever which way.
Hahahaha I'd love to do Futurama world
Welcome back! Hope to see more Timberborn content soon!
Thanks 🙃. Hope Timberborn is coming
i cant wait for this update 7
It's going to be amaaaazing
I was hoping tunneling was coming.
I'm happy with what's in Update 7 so I will keep my fingers crossed for tunneling in the future.
I wouldn't be surprised if they add tunnel soon. Having 3D terrain is part of it
Can't wait to play update 7 on Diorama map.
I feel like that would be less challenging but more fun and creative
@@itszeeeti I watched the series "Silo" recently. Might as well create something inspired by that.
cant wait, when do u guess it may be comibng ?
They usually release an update every 6 months. My wild guess is that Update 7 is coming April or May
Coming soon to the Timerborners...
Ohh yes!
Update 7 we can beavers who live like hobbits in the Futurama universe.
Haha that will be amazing
Tubes could have been done better as regular trains.
Not really, trains would be a lot more complicated and require wait time
I'm guessing they didn't want to just copy the mod and wanted to create something different
I don't like that you can grow crops without light 😕
thats a good point but if you dont want to grow crops without light you shouldnt build that type of building
At this rate by 2027 there will be 4x4 maps 😂
Hahaha the only challenge map