Thinking toward the future! Timberborn Update 7 Folktails Hard Mode Episode 04
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- Опубліковано 9 лют 2025
- If we want to get to Ziplines any time soon, we need to start working toward metal production and continue ramping up everything else. No other way to get that accomplished but to keep on moving forward!
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Upper dam is missing one levee :)
You could have left the triple platform in place up top, and just put the triple flood gate to either side.
Long term, I’d like to see that diversion tower you mentioned for the source blocks into our river.
What I’d like to see happen is to divert bad water, but pipe additional good water to the big hole in the ground, by trees. Then blast down to ground level, maybe where we originally had a water dump, put in a sluice gate, and then fill it back up with dirt. It would look like it does now, but would be a large, narrow reservoir that would keep the river topped up.
A few suggestions:
- Move the upper water pumps to a deeper part of the reservoir, or they will run out of water to pump
- Move the lower water pumps to the 2-deep lake after the dams. It will give you time to pump, and if you keep the dams, you will isolate your pumping from your irrigation.
- The scrap area has significant water flow nearby, and you could use that for metal production.
Moving the upper Water pumps to a deeper section won't help, the FT only have a max depth of 2 on their basic pump, and the upper pumps are already in 2 deep water.
00:53:09 There’s an opening in the corner near the bad water diversion triple-floodgate where bad water could flow around into the good water dam . You could use a single levee in that corner to seal it off.
Yep I spotted that too, hopefully he will plug it up before the next badtide!
51:30 You do realise that you could have left the platform there and built the triple flood gate on either side of it right? Then you could have gotten easier access to the other trees past that area, and up around the water source.
I didnt expect to be called out for my procrastination and receive wisdom from timberborne series.. but "it will jsut take time".. and "progress cant be made if you dont start".. i wanna cry
Typing also takes time. Everyone goes on their own speed. It is okay. 👍
Yay reservoir! 😃
42:15 ish the pool of water below that dams could have a water pump in it as well. It's a two deep pool, and ends up evaporating anyways during longer droughts and badtides.
The dam you built next to the industrial area could serve several water pumps - and you can pump that area dry without it affecting anything else all that much.
The staggered 6 high floodgate contraption is good, but it needs a better solution for overflow. Remove the top levee next to it and replace it with a 1 high floodgate.
Then you have a 2 wide overflow and you don't need to do overflow shenanigans with the bottom 3 high floodgate. Because if you forget to close that one during a drought or badtide you'll lose half the reservoir.
Careful topside, you didn't replace the double floodgate with a triple and I think that under those new water pumps there is a hollow square, the two sections of the reservoir aren't separated because of those two things.
26:24 ... Sending out a telepathic message to past JC ... 🔮 "don't forget to cut off the path to the scrap metal before the bad tide" (and trigger the diversion) 😉
lets go! it looks as if you have a hole in your reservor to let bad water pass under your water pumps this may not be a problem but wanted to make sure you knew
LoL. I definitely was rolling my eyes saying "There's a hole up there dude!!!!!
Best way to fix it would probably just be to take the levy all the way to the wall.
59:40 don’t forget that diversity of food helps wellbeing.
With this amazing update, the 3D land and the super cool siplines you know what i really would love to see??? A lot.... and i mean a lot of numbercrunshers ❤❤❤
2:20 I think that was a great idea. Especially considering how quickly that reservoir can grow and take over that entire corner as wood becomes available. It can almost go straight out towards the settlement and use the cliff to retain the one side. After all, those berries aren’t really needed.
best rule of Timberborn Hardmode - ABP - Always Be Pumping 👍
For the stacked flood gates, I recommend unsyncing them and set the top one to 2.65 and then lower them accordingly as the water level drops. You won’t discharge as much water and you’ll have better control
go go water beaver.... er ember beaver... er what are we watching ??.... oh yeah update 7 hard mode, LETS GO!
lol 🤗
lol not gonna lie felt the same way first couple secs trying to reconginze which map this was
1) remove "old" fluid dump towards the wall/bend in the river.
2) remove stairs in river on backside of the "Ancient Wall" and make a bridge of Platforms to the Scrapmetal Island to ensure "year round" access regardless of badwater.
3) fix the water wheel/production area, remove and move dams further down the river, or make em floodgates... put in platforms to reconnect production area.
10:03 I was imagining zip lines crossing up and over the walls, but having them go through that gap sounds fun!
Progress is progress, no matter how small. I'm gonna miss watching these early, because this is fantastic content.
I like building most of the food/log production infrastructure on top of 5x5 holes with a water dump. It means they're right in the middle of the irrigated area. I sometimes have a layer of storage under the farmhouse too
Hello JC,
I've noticed in your various playthroughs that you often land in the situation of having about 4 beavers doing nothing after a few episodes. I usually put down a second hauling post with minimum priority for any extra beavers I have at this point when I play, since there's always something for them to move around :P
Love the addition of more food variety, just remember to put in a few storages for each type ;)
4:35 I'll always love the pump n' dump
you could add a water pump by the lowest dam.
@25:54, I suspect your bottleneck is the immediate log storage for the forestry department is full here.
When you have a bunch of oaks coming in, they couldnt be stored properly, even though you had room globally for said wood.
Consider adding a pile near your forester (to limit how critical the haulers have to be).
8:20 future location a foortop terrace tower. (A numbercruncher could probably help get the science needed for the overhangs.)
👍
New to your channel and really enjoying your content, thank you!
Gr8 expansions, JC. can`t wait for the others to come back.
🐸!
The extinct volcano, (nearest to the colony), probably should be made into a gravity battery. Since you can use communicating vessels, this could pipe various water sources into it (via pressurised pipes). Then off the side would a set or water wheels dedicated to using that water (often bad water).
Optionally, making perpetual motion wouldnt be a bad goal. The Ironteeth have a simple form: badwater discharges.
Since this map is so large, I think there is a benefit for making a robust pipe system (transferring power and collecting badwater).
You should remove the original three pumps and put them downstream that way they’re 1 in a bigger reservoir and 2 not going to drain the part of the river that’s watering the trees
And you should be able to divert the bad tide from the other side of the wall by simply having a row of floodgates that way when the bad tide comes, you raise them up it pushes it off to the other side and when the bad time is over you can just lower them and it goes back to being a free flowing river
I'd recommend replacing the top levee next to the upper triple floodgate with a single floodgate (or just a dam block), if not three with another triple floodgate. That'll solve your spillage problem I think.
Potentially, you could build a line of waterwheels from the water source to create a lot of power.
Cant wait tell he cuts the dam and ALL his planks are stored on the other side
27:47 That’s a builder’s hut, not a hauling post. You are partially right. Yes, you need a hauling post, but you don’t need all 8 slots occupied. Your subconscious part of your brain/mind bubbled through there for a moment 😂
Remember to put the triple floodgate in for your seperation dam to prepare for the next badtide!
8:52 you can use the delete resource button and select more than one demolish resource at once.
51:34 why get rid of the triple platform you could of put the floodgate on either side
also you can un unsynchronized the floodgates
Thank you JC for yet another awesome video!!
48:30 you can out bushes or frog statues on and under those platforms too
The stacked dam floodgates only have 1 edge (2.2cms) of flow. Double up the top floodgates so you have 2 edges. You have about 3cms of flow from the sources
New day new video
Having storage set to obtain/supply puts the haulers to work, not the guy working on the scrap metal. He was only coming back at an odd time due to the long distance and so having gotten hungry.
You need to build levees next to the floodgate in front of the reservoir.
For the low area by the double floodgate, would it be possible to levee it off, flood it, and plant spadderdock?
Cant wait for 20k!
💓🌾🦫 ! ... Zip Lines, weeeeeee! 🤗 (progress towards is fine - can't wait)
Windmills are very useful.
I like windmills, I dont find them ugly.
After zip lines are in, would it be possible/useful to put a gravity battery on that tall spire that has the two water dumps since it’s very high up?
16:50 Why don't you put the scafoldings in the water and put the the pumps on them? That way, you keep all the green land usable!
I don't do it everytime myself, but we should build more over the water.
So like, if you're going to expand the reservoir, why not go all the way with it? Starting from the terrain corner between the log pile and where the reservoir levees are, you can cut a diagonal line through the patch of berries and all the way to the corner of where your oaks are planted. That would make most of that bend part of your reservoir as well, at least doubling your capacity. As an added bonus, you could also just put a couple of sluices in the levee wall where it crosses the river by the oak farm and use them to meter out the water, eliminating any possibility of flooding something you care about, and just use the badwater diversion floodgate as your overflow outlet.
Don't underestimate windmills, if you get paper up then large windmills have surprisingly good uptime for droughts
57:48 Need ONE more levee up top here. So good water doesn't fall out during badtide.
And of course swap in a triple gate.
Did you actually set the new inventor huts to owest job priority or did you leave it at standard? During building, you set build priority to lowest, not job priority.
24:55 Put double gate in front on ground, build double platform behind it, with a double gate on top of that.
Oh good, you did it with triples.
21:15 what actually happens if you leave the water with literally no way to escape? Like suppose you put levees and floodgates over both of these exits, I'm guessing the pressure just gets so high that next time it opens it'll gush out furiously?
you can actually put waterpump nearby the gear maker to pump more water
i haven’t done watching this video, just was thinking about it in previous video
Edit: ignore this lol, you got it right towards the end.
That "multi tiered mess" was wrong... the idea was to use 2 Platforms with a double floodgate on top and then a double floodgate in front of the 2 platforms, thus creating a kind of quad floodgate/manual sluce system. With the levees below the floodgates a floodgate in front is pointless and will never do anything.
@03:05 I think people have different ideas about using platforms and floodgates.
(@48:02, the improved design should work better like this)
If you place the front most floodgate on the ground. The second tier is raised up with platforms (and thus the platforms are being blocked by the lowest floodgate, until that is opened). Then you can repeat this as high as you want to - tiered floodgates to control where the water flows from (low, middle or highest points).
However if you are rushing for metal so soon in this playthrough, maybe just go straight to sluices.
19:27 why medical bed? I think any decoration or beaver statue item will have way more impact since it's so close to the houses than a medical bed
I saw there is a mod called Tubeways that has added ladders for both factions into the mod itself as well. Edit: The Ladders mod was updated but may be worth checking out Tubeways anyway for your other playthrough. :)
1:01:49 Windmills: not there, up on the plateau where the logpile is! You are wasting industrial real estate.
there a hole in the the dam at the pumps that would allow bad water to contaminate the water supply
You could have kept the access triple platform as is and built the new triple floodgate on the outside.
Water breaks are important!
(Comment sponsored by Meatball) 🐸!
You keep saying "zip lines cant be used for disctrict crossings"... sure not from one district into another, BUT! Nothing says you cant have a far off district crossing connected from the main district storage area to the crossing. Then from the crossing in the other district you can zipline to thay districts storage area. This allows the transport of resources to another district to be very quick and very efficient(if going from storage>crossing>crossing>storage) while also allowing for massive districts with crossings very far away, further than the beavers can walk in a day.
The zipline, imo, is like 500x more OP than the IronTeeth Tubes. The building and connecting mechanic is far far superior as the beavers DO NOT need FULL access to the entire path from A to B... where as for the IT Tubes you need to have access to each and every block of the pathway from A to B.
Dynamite
The secret ingredient is potatoes
In the grand scheme of things, this is not that important, but could you move one of the roof top terraces over to the last lodge, so that it's symmetrical? Then maybe put a roof piece in the middle? As I said not that important, but the asymmetry makes me twitch every time I see it. 😂
48:02 i was wondering all episode long how you were gonna do that. good thinking!
57:46 you are missing a damn piece on your bad water diversion damn.
Hey! I feel called out! "Most people try to grow too fast then have problems"... pfft problems? I dont see the "early mid game deathwave population reset incident" as a bad thing... xD lol you see you get the massive infrastructure in place, then start failing but as the beavers die off things balance out and Blamo resources balance out and everything is perfectly fine all the way through to end game... xD
I havent done that in like 5 Settlements(saves), but still i feel called out because i totally used that as a legit tactic to get ahead of the curve, suffer a little then skyrocket unhindered to end game victory... its kinda evil i know, but its highly effective LOL!
54:00 dont risk it, just work on putting a bridge in
27:01 OR maybe someone did send a message back in time, but it spawned an alternative universe 😁😁😁😳😳😳🤔
❓❓Has any seen or tested themselves how water irrigation works in U7 with reguard to area touching land , vs over land but not touching much land ... Since levees can now be built upon platforms/other things ... I can envision 3x3 area of irrigation, but limited perimeter touching land🤔🤔🤔
Check out Disturbed Simulations' Update 7 vid. He builds a multi platform that ends up showing how it works.
51:36 You could have just built a 3x floodgate upstream next to the platform/walkway/bridge. 🤦
I really wish the Windmills were better, then i might actually play the Folktails more often. If the Windmills gained a % consistancy bonus the higher up they are up to X amount of blocks up. Like on this map if they were on top the wall then they should totally have near constant wind, or at least far more consistant wind than the game currently has. Its so intermittent its kinda useless unless you have a MASSIVE bank of Gravity Batteries on a very high platform structure.
1:01:01 the title of the video makes zero difference on if i'm going to click or not :)
Personally, I‘d like a lot of raised watertowers supplying similarily raised aqueducts, who are supplying all of your irrigation. I‘d love to have not a single manual waterdump in the end.
For now, maybe place a few decorations to boost workspeed and walking speed mainly.
Shrubs and lanterns do pretty well, considering its build and done.
Also, more inventors for the overflow beavers.
But I gotta say I dislike your tendency to build your pumps far away on top of the reservoirs like pre- 3D waterphysics update. You can keep the pumps close now, so why? I cant find a good reason and am confused, they quickly have no access to water anymore, everyone has to run further, while you could easily support every pump downstream.
🦫 ❤
JC, why are you pumping from your reservoir instead of the pool useless for irrigation downstream? Seems like a waste of the everybeavers time.
And why build such a big floodgate? A single one high on the floor against the levee wall like you‘ve shown would have been enough.
The big floodgate is more of a "this would be really cool, even if it's pointless" thing honestly. And that pool isn't entirely useless for irrigation either as there is that middle patch that can't be irrigated by the other water dumps
I am constantly triggered so much by the water storage not even being close to maxed out at the beginning of a drought. Could you please do your beavers (and the audience) a massive favour and fix this? Some more pumps at least to be used temporarily maybe? Or what do others think about this?