So...Forgetting to Use Your Mega Dam in Timberborn Leads to This...!
Вставка
- Опубліковано 1 бер 2024
- ⭐ If you wish to Support me on Patreon & have a Beaver named after you AND enjoy the Patreon Only Satisfactory series click this: / biffa2001 ⭐
➤ Check out the latest Badwater update to Timberborn here: store.steampowered.com/app/10...
Enjoy the ups and down of my new Timberborn Badwater (Update 5) playthrough. This series has it all: drama, stress, jubilation...these beavers are going to face every disaster and (hopefully!) survive! :-)
👍HOW TO SUPPORT ME:
===============================
➤Biffa Plays Merchandise Store: biffaplays.com/
➤Join this UA-cam channel to get access to perks & emojis: / @biffaplayscitiesskylines
👁Series Mods & Assets Collections & Playlist:
===============================
➤Timerborn Season 1:
• Timberborn Update 5 (S...
➤Cities Skylines 2 - Full Release Gameplay:
• Cities Skylines 2 - Fu...
➤Cities Skylines 2 - Everything You Need To Know!:
• Cities: Skylines 2 - E...
💪WHERE TO FOLLOW ME:
===============================
➤Discord Server: / discord
➤UA-cam: Indie Games: / biffaplaysindie
➤Twitter: @biffa2001
➤Patreon: / biffa2001
❗IMPORTANT INFO:
===============================
➤Cities Skylines FIX YOUR CITY submission form: forms.gle/N4D5u4jgqBQr5UZH7
➤All Music from Epidemic Sound
➤Images by wayhomestudio on Freepik
#biffaplays #timberborn #update5 - Ігри
I find it hilarious How in the space of a week both RCE And Biffa have issues with the bad tides and get infected beavers😂
At least Biffa didn't kill them all instantly and tried to heal all
RCE Did try.....
I think Biffa at least honestly had no idea what he was doing while RCE went full Kodos the Executioner for the lulz.
Well RCE had no work on the antidote, nor the food/water storage to take care of them.. it was really the only way.
I came here to make this exact comment 😅
Technically, since shrubs have a 3x3 area, you could leave 2 spaces inbetween each one, fill them with other 2 decorations and triple the usefulness of the shrubery path.
24:30 Those question marks mean your warehouses aren't being used.
I don't know about anybody else but I could definitely watch this series more often than once a week.
Thankyou 👍 😁
@@BiffaPlaysCitiesSkylines I most definitely agree. I had no real interest in the game but now I am most invested in the saga of Biffa's Bad-Tide Beavers. Great job on saving them and I'm looking forward to the next episode!
Remember how, as a kid, excited you were for Saturday morning cartoons? well thats how i am with this series. 10/10 Biffa
Thankyou, I remember those Saturdays too 👍😁
Yes!!! Same! Great comparison 🎉
17:10 "I have seen what other people do, which is put another district together and send all the contaminated beavers over there." *cough cough RCE cough*
He's a villain 🤣
@@BiffaPlaysCitiesSkylinesit was in the name of engineering
Biffa : I just don't know what to do
RCE : _Kick out most of them and let them ............_
I would say it’s an architect move but a perfect engineer solution
"You're going to okay"
That was such an architect move.
😅
🤣
Gravity Battery Tower: Please remove the buildings directly next to the gravity battery tower. If you build beneath the battery it can't go as low and therefore stores less energy
Also he can blow the ground under where those things come down, which will store the most energy, basically from the highest point of the map to the lowest. I my playthroughs i'm too lazy to build tower, so i just place battery at the highest point and then blow to the lowest possible. Combining tower with explosives gives the most.
@@kakhakheviashvili6365 Correct. But I would be happy already if he would stop building beneath his batteries😀
I place my batteries on top of my water reservoir (which is 5 or 6 tiles deep anyway). Costs a lot of planks for platforms, but super space efficiant and lot's of storage (my favorite is batteries + wind mills)
I'll sort it don't worry 👍
Badtide contamination problem :
RCE : I dont care about them, they should be happy to sarifce for the me , -> RCE is like that president who said “It’s going to disappear. One day, it’s like a miracle, it will disappear”
Biffa: I will try whatever is possible for the people umm beavers who were there with me when things were good.
😅
This, right here, is why i try to build bridges over my waterways, so even when i mess up, my beavers aren't swimming in the badtide constantly.
i like both but once you have dynamite, you find other ways to redirect badtides away.
24:14 You can actually space those apart because each shrub covers a 3x3 area.
and combine it with others like roofs and so on. you'll cover all the needs by doing so on some busy paths around the housing area.
I had a good run, glad i lived my life in the golden age when it was just simple berries - blessings to those suffering through Biffa's management of this crisis
🤣
It kind of hurt my soul to see him ripping up all those oaks instead of turning on the lumberjacks.. :D
Yeah......oops 🤣
where they mature oaks? i didn't notice. i assumed they were dead growing oaks which doesn't give you any wood. Also biffa didn't have any space to store more wood either. Oh speaking of the oak, @biffa, remember to remove the cutting area in the chestnut tree farm. otherwise you'd end up cutting down the tree before chestnuts can grow.
Mature oaks that died due to infection by bad water are still worth 8 logs.
17:30 calling out RCE 😂
🤣
To be fair to RCE, he didn't have any excess food or water stored up.
20:45 You gotta go into the forester and check the box that says replant dead trees not marked for cutting. No need to demolish.
Still need to demolish to plant a different tree over an already planted one but yea
Mark the piles of supplies as high priority! There are so many resources lying around not being picked up
You could take out every other shrub and put something different (like lanterns)in. The shrubs will still cover the whole path, but then they would also get a boost from whatever you put next to them.
14:47 restricting the flow won’t stop water getting to the crops, you just need to close in the water wheels and stop the flow going around the wheels. If you leave a path open to the cross that will still be filled.
There is a mod that can automate the floodgates. It’s complicated to learn at first, but once you get it, you don’t have to worry about badtides
simple floodgate triggers
Good work curing your beavers with the antidote.
You really ENGINEERED a good solution to a bad(water) problem.
Unlike some architects...
🤣
It's so nice to see that you cured ALL YOUR BEAVERS!
You really turned that one around!
Thank you very much!
Got two suggestions if that's ok? More decorations. You can put them on platforms over roads as they seem to have infinite range up and down. a planter on a platform next to a building means beavers inside that building get the decoration buff the entire time they're in there, same for beaver statues or even 1x1 roof pieces. Great for factory workers, and lodges.
Also try and get more different foods going. Each new food your beavers can eat ups their wellbeing. Folktails are really good at this as they get two different types of farm to build. Chestnut trees can help too, you can plant some of those somewhere (don't need to keep the forrester as you won't be cutting them) then just place in a gatherer and a grill and that's another food source.
Biffa you can make your shrubbery more efficient by putting 2 tiles every shrubs, because the radius is 3x3
Put lanterns next to them since I think their a different point.
Biffa, love your channel. One thing I do with Timberborn is blow up (3 deep) pathways. I connect these to the water (which spreads good farming) and put a 2 high platform, then all the power transmission, then a one-high platform which are my walkways. This gives a lot of fertile land and gives me power everywhere.
10:11 Helps to read the fine print sometimes.
Decontamination Pods.
Under Well-Being.
That’ll cure your beavers
(You’ll need extract)
Isn’t that iron teeth only?
Ironteeth only 👍😁
you really need the mod that auto opens/closes your floodgates. You can tie them to the stream gauge and when it shows contamination it will close/open floodgates
You'll probably want to replace the 'exit levee's with floodgates so you can have a higher level of water reserve. Raise those before you close the main dam so the water level rises above half a block before the beginning of a drought.
Any branches you want to have a floodgate on so you can dry it out in case badwater somehow gets in and becomes standing water.
Biffa, I am now around 2 full days watching the New Tealand and never made a peep. These last two episodes, have had me screaming "BIFFA, REMEMBER YER GATES!"
I'd say that's some edge of yer seat, splendiferous content.
Yay, thankyou 👍😁
I was absolutely screaming at my screen at the end of this episodes. I was so sure he was going to have done all that work just to end the episode the exact same way as last episode.
When the water turns at the top of the hill you can put a large flood gate and have the water partially divert to the back. Just have to lower it for bad tides
Instead of a row of shrubs, alternate between shrubs, beaver statues, scarecrows, lanterns, etc. So they get all of those bonuses when they walk down the path.
Hilarious: Biffa almost forgot about the Bad Ride again😂
Lol man alive! 😅
Thankfully the Badtide should never cause so much trouble again because he removed the water path and will now have some antidote stored up. And he should permanently be set for water at this point. Thus any damage would be limited to food (and that side reservoir would help mitigate that if he farms around it).
Forgets to close the dam when the badtide comes.... Keeps the dam open during the entire badtide to infect more... Conclution... Close the dam.. :P
Got it 🤣
I think the title of this episode should have been, "I nearly killed all me beavas!" hehehe 30:08.
😅
At the end of your river get rid of the damn and levies and install floodgates. Will allow the water to flow thru your waterwheel's faster and will also help clear the bad tide faster.
(just remember to close them before a drought)
A couple more tips to help out, just in case you forget your gates again 😬:
1. Build a liquid storage for your antidote, so it's there as soon as needed
2. Now you have explosives, you can make a 3x3, 1-deep hole with a water dump to keep your fields green at any time
3. There are contamination barriers that you can put along the banks to prevent contamination without actually diverting badwater. They use a LOT of planks, though, so don't spam them
You could put in an aquatic farmhouse to grow spadderdock and cattails in the little pond in the middle of the map.
Good idea 👍
0:03 that's a nice number of housed beavers you have there
Well recovered.
If you're after happiness, it's worth investing in the aquatic farmhouse and crops, if you look at the happiness screen you'll see most of the food types give a happiness level. So it's best to have a diverse set of food for the beavers to eat.
Thankyou 👍 😁
You need to download the mod for switch triggers, you can then use a stream gauge to automate your flood gates
Keeping it non modded at the moment 👍
Biffa, you can build a row of floodgates directly in front of the water source, right across the length of it, to control the badtide. Raise them and badwater floods right off the edge of the map and keeps your reservoir clean.
About the infection, the difference between you and RCE was that he didn't had any of the resources to create the antidote.
That's something an architect would do if you ask me 🤣
You should close one or both of your overflow on normal water to increase the volume (and speed) of water flowing through the waterwheels.
I would say you managed to save between half and two thirds of the contaminated beavers before they died of old age. And without euthanizing the entire colony. Great job!
Nice! 😁👍
Make sure to put the shrubs/lanterns etc near to the houses, so they get the boost when sleeping for several hours. (They only need to be 1 block in range for the whole building to be affected (noted by the building glowing orange when placing a decoration)) Can also place a 1x1 roof on top a building which leaves you with 3 other squares to place decorations. (A single 1x1 roof gives same effect as if the entire roof was covered)
Oh also. I tend to dynamite a 2x3 pit. Put a triple lodge into it to make the door level with the path rather than using platforms. Then add 3 small warehouses behind it for food, then have a ladder leading to the roof and place one of those 2x3 rest spots on the top. It looks great and you don't have platforms everywhere.
I have actually just started doing the dynamite and then placing the double/triple lodges in the ground so the door is ground level. It looks amazing and houses so many more beavers.
Sky Storme actually shows a great little "housing development" for Folktails in his previous Timberborn season.
Medical beds! Helps with the healing. Medical beds plus antidote heals beavers faster! (For the next time the dam is forgotten 😅)
Helps for the occasional workplace accident too
Your long row of shrubs...
Alternate with another wellbeing item. Do clock-shrub-clock-shrub etc. You'll get an extra point for it.
Great idea 👍 😁
the quickest and easiest way to make your water wheels more productive is to not waste half your water flow by not leaving the bad tide dam gates open when its not bad tide, you might need to put an extra triple dam in so you have three dams on the main water course to stop it from over flowing maybe four to be on the safe side
👍
Yes, if you make a levee but leave one dam or platform in water can still get in but can't use the area as a bypass.
@@Karagianis leave both the single dams in place for when the bad tide hits but have them completely shut when no bad tide, just to make sure there is no confusion I'm talking about the 2 single dams at the side of the main dam not the 2 single dams at river (town) level
@@BiffaPlaysCitiesSkylines to be honest I'd put in a 3rd single dam in for the bad tide overflow for if there is a surge in the flow because the bad tide gets awfully close to overflowing when the bad tide hits atm, only do dam mods at start of good tide to make sure there's no mishaps with it not being finished before the bad tide hits.
ps. you still need more farms for the amount of farmland you have, the beavers dont have enough time to harvest food before the next harvest is ready due to there not being enough farmers
This is why I started making platforms across rivers instead of stairs up and down. Got caught like this a few times myself!
biffa is going through a titanic arc, we call it THE HUMBLING
😅
21:00 You could have had your lumberjacks cut the logs and use them. Removing them as a resource is faster, but you lose the logs.
So you can I close your water wheels with levees in an L-shape so that the bottom part of the L is up the stream and the long part of the L is next to the wheels and you fill in the space between the L and the Land with scaffolding. Then the water will have a narrow path flowing through your wheels but also can circle back to fill the space under the scaffolding so the same area is humidified
Great idea 👍
@@BiffaPlaysCitiesSkylines thanks. Great work on your side. Hope to see some high residential buildings in the series. And pls connect the water wheels which generate power through the bad water to the main power grid because they are most of the time with a high efficiency active and than you won't have to worry about the explosives factory running out of power
Fantastic recovery!! But I'm concerned about the next badtides, dont't forget these gates 🙏
he's going to get stuck into power tower mk2.
Thankyou 👍😅
I'm sure it felt bad to have it happen but as a viewer this disaster was hilarious to watch. I was laughing last episode when I saw the bad tide coming in killing your colony while you panned across the map to place chairs. Great work Biffa!
Later on in the game, start playing with the big water pumps... they can filter good water 💙
I get anxious every time the bad times comes now, and if you’ll remember to close the dams.
Best hamster/people/beaver redemption ark ever! I am really enjoying this series so much.
Thankyou 👍 😁
As for the power canal, you don't need to fill up the whole space with levees and block water from the land, just one row (and blocking the outflow end) is plenty. I notice some badtide is leaking through the corner blocks by the tall dam, into your nice freshwater...
17:22 “what some people do eh” 😂😂😂😂
Plant the Spadderdock in your little pond
The great beaver purge!I saw the feed on the bottom left on the last video contaminated beaver numbers getting more and more and screaming at the video saying you’ve not closed your gates!! Ahhh 😅
Earlier this week I realised I hadn't watched last week's episode yet, and I decided to save it so I could watch two in one go tonight. Boy, am I glad I did! This ending was way better for my heart 😅😂
👍🤣
About those scrubs... I love them. They might be more efficient it one alternates between every third but they sure looks pretty.
Badtide and badwater is really challenging. It's quite difficult to prepare for it but you did a pretty good job recovering. I had exactly same experience 😀😀
Thankyou 👍 😁
several LOL moments this week. We all need more laughter from Biffa in our lives. Cheers!
👍😁
Tip: You can use a badwater pump to remove badwater that got there into pond
thanks for the episode.
i had a similar (but less death spiraling) accident on this map after you last episode... i build a redirect with tnt and dams near the source water... but didn't made it wide enough.. so it overspilled and mixed with my storage water thankfully my storage was big enough. i'm still watching but hopefully you can save it :)
👍😁
Hey I had an idea. Since you wanted to raise the dam and water storage at the bottom of your river. If you were to either use landfill later or dam the whole way along that back-alley river the whole way around you could raise that as high as you want. You'd just need your river to flow backwards from it to the badwater dump end instead.
Just keep in mind in any large scale build, its worth using haulers to haul build materials to storages at build sites. They carry twice as much material as the builders. So they should make the build twice as fast. Builders also slow down quite a bit when hauling material so its good to minimize that storage to build site distance.
I'm sick as a dog bing-watching things that have been in my wat h later list and this saga is riveting.
You really need to look into breaking the city up into districts, then make sure there's enough water storage in the districts. You don't need a whole lot of barrels of water scattered throughout the city.
They won’t build the rest of the TNT and they won’t dig up the rest of the trees because they’re “too far from the district.” Just build a path towards them and you have to build stairs down to the next level for the TNT.
If you look carefully he did eventually build stairs up so that the beavers could reach the dynamite.
@@urkerab he didn’t. The stairs you see at 27:17 are the ones that are going down to the first level underwater. He needs another set down to the second level underwater. He even has 28 dynamite stocked up so if there were stairs, the beavers would be building the ones in the middle as well
@@stargazergirl22 there's a second set of stairs when he goes back at 31:14 to blow it up. Which, after all, he has to have done because they did get built.
@@killerbee.13 Yes, they mysteriously appear some time between 29:52 and 30:17 (I had to play the video really slowly to spot them there).
Tip: Beavers can build with no restrictions down, but only adjacent squares, and 2 up with the exception of standing on stairs.
My suggestion is to demolish the upper section to get flow to the backside (from the good source) and make that a river because then you can put water wheels in back there and get power from good water or bad water which will make that river a bypass to flow out. You then can make a new dam to next to the large pumps giving you a lake in your main area if you close the dams you have now, saving form contamination. Also a second idea would be to put levees in on the lower part of the permanent bad river to separate that river from the lake you in the upper part of the map.
Yeah beavers charge up as they are in range of decorations or other bonuses slowly, which is why the absolute best place for them is on top of or next to the houses. Decorations also will apply to any buildings and any beavers inside those buildings, and homes are areas beavers go to every day for a long period of time, and each one can house a lot of beavers.
Highly recommend the "Simple automation" mod to set the height of those critical floodgates automatically when the bad-tide starts.
You can store antidote in barrels, so that you have some ready made should your beavers get infected again.
Use the stream gauge. It will tell you water level depth AND how contaminated the water is.
Great Come Back! Almost screwed it all up again. I watch for the insight of the game but I return for the comedy. 😂😂
😁
To stop the beavers going through the water, you had to blow up the stairs, not remove the path. Also, a hard learned tip!
What was going on with your tree demolition? It looked like trees were growing back - were they the chestnuts you placed, or did you not clear the original planting order? Also, I would've changed the cutting orders rather than demolish them - you are going through wood a fair bit because of your grills. You don't get the wood from demolishing them.
biffa, maybe you can set one of your tank to store antidote so in case you did some booboo again, at least you were prepared.
I don't know who's creating your thumbnails, but they deserve a raise!
Think of the district for contaminated beavers as a sanitarium where they can rest and recover, supply it with water, food and antidote, build it like a health resort
And if you cut the channel at the back of the colony (right by the water source) that would be a great place to put your water wheels; already cut to size so flow should be good!
You cured almost all beavers 👍👍
Hahahah....I was holding my breathe about the bad tide coming....
absolutely love the editing in this video! Great job!
made me giggle
31:30 "we've got over 80 beavers"
*Chudhagas dies*
wow, that was one of the biggest come backs in beaver history! maybe? i thought for sure he was going to do it again immediately lol.. that exasperated, "whatamilike?!" 🤣
🤣👍
the storages by the bad water pump isn't specified so it's not storing anything. also you can alternate between two or three types decoration instead of having a long of shrubs. don't really need that much since you have such a long path and the shrubbery has a area of effect. might be more efficient to spread them out a bit.
My first bad tide overwhelmed my defenses and killed half my beavers. 💀 I resolved that problem and like Biffa was well-populated and happily building, confidently assured that all was well. 😊 Then I suddenly realized I had neglected food production and half my beavers starved to death. 🤦♂️ It's not a complex game, but the balances are delicate.
😅
I enjoy seeing your solutions to problems like this - I'd probably have either save scummed, or started work on a new colony after something like that. I'd love to see you tackle RimWorld when/if you decide to add another game to the rotation.
"I'm a muppet"... I love that phrase 😂
The comeback is crazy!!!
😁👍
I had faith in you! Glad to see you pull it back together! Well done Biffa!
Thankyou 👍 😁
You need to add storage for everything that is full, (gears, steel, paper, etc. If not, your beavers are just sitting around not working.
For the love of god PLEASE automate the floodgates with a stream gage😫🤣 my heart can’t take anymore😂
Good job saving those beavers!
🙏
I tend to put my haulers and builders on the least important jobs and farmers and pumpers on the most important jobs. Haulers take 10 jobs, If some beavers die (due to old age ofcourse), the important jobs are automatically filled in with haulers. Once you get a hang of the job priorities, you will probably never have to pause anything as they automatically distribute themselves over the jobs available.
Nice recovery! I thought this was game over. 😂 One tip I live by is to keep a "stock" of about 10% excess beavers unemployed. It minimises the impact of deaths, especially when you suffer a big death wave. Everything doesn't grind to a halt.
I tend to do the opposite: have a hauling and building station at low priority so if kids age up they can do something and I know that those 8 or so unfilled jobs aren't a problem, but that I've eaten through my cushion.