Hey guys! This is my first longform video I've made! Let me know what you liked and what you disliked at it! If you got suggestions for next videos I can make (timberborn tutorials, timberborn challenges, or other game you want me to play it on hardmode) leave a comment and I'll check it out!
11:52 These don't need to be sluices. If they're going to be open all the time they could just be empty space. I prefer to use dams for the overflow: they hold another 0.75 level of water, you can path over them, and they look nice.
Thank you! Let me know if you got recomandations for future videos! I'm now cooking a full in depth farming guide for Timberborn ^_^ Stay tuned for it!
Just found you (from Reddit) and am getting a lot of helpful info from your videos! (Subscribed!) You asked for video topic suggestions: My suggestion is a tutorial which thoroughly explains all UI elements - what each means & how to use the info effectively. Some UI elements have tooltips, but many do not. For novices like myself, many such tutorials assume I already know more than I do. Examples: -In the well-being interface, how to determine what's lacking but could be currently provided. -At district crossings, how to understand & manage transfer of goods. -How to examine the stats of individual districts. (E.g., Sometimes I have unemployed beavers & I must scroll through the whole global roster to see who has no work assignment. I assume there are easier ways.)
Hey! I just posted last night a well-being tutorial :P that should help with the first recommendation! Related to District crossings, sadly, I consider them heavily underpowered and not worth the hassle. What I try instead is keep the majority of the important buildings close to my town center. The only things I have far far away is the steel mine. The reasoning I consider district crossing a waste is that beavers only get a 100% weight bonus. Basically when moving scrap metal, robo beavers can only move 3 at a time. So, why waste having a total of 20 beavers handling a district crossing, when you can put those 20 beavers in 2 hauling posts and handle it like that? Sadly, since i don't use District Crossings, it's not a topic I can answer :D Will try to play around a bit with district crossings and see if they altered something! As for UI elements, it's slightly difficult to clump them in a single place, however what I can do is include them in their topic. Like I did with the Farm Harvest vs Planting prioritization :D
@@RescueResidence That water evaporates faster when it's shallow than when it's deep. Real Civil Engineer is the name of the channel. He built two holding tanks of the same volume, but different shapes, and they both went dry at the same time.
I enjoyed your video, thanks. Some really useful info and ideas I'll use. Glad this came up in my feed and happy to give you a sub! Why split the good/bad water though and not just seal it completely when there's bad water? Will it not dilute and re-open the sluice automatically when the bad tide finishes?
Sadly, I have tested this during the making of the video, it takes somewhere around 4-5 days to filter out the badwater by itself before clean water can flow again. In hardmode, there are usually somewhere between 3-7 days before a new drought/badwateer hits! So in theory, you would remain without clean water most of the time if you don't filter the badwater!
For capping the badwater you could use a sluice and set it for a low down stream water level and put badwater pumps on it. By limiting the height of the downstream you can keep it from overflowing but make sure it keeps replenishing it to keep the pumps running. (You could put the more advanced cap on it, but I think the badwater pumps are cheaper on the tech tree.) Late game you could replace some of those levees with dirt. Even if you don't farm it you could put a nice row of trees along the canal.
Sadly, badwater pumps(FT) or badwater blockers(IT) are more expensive both research points wise and resource wise than the blocker that I'm suggesting But yes, if your target is to get badwater the advice is perfect!
Another suggestion: How to manage things early game (before the benefits of advanced items). My hubby & I started on Easy mode to get our beaver feet wet. After many hours, we restarted with Normal, but quickly faced extinction. We were still in the tutorial when it happened. A drought occurred and our 3 small water containers didn't last - everyone was thirsty. Once water returned the pumper worker couldn't quinch their thirst - everyone was constantly thirsty. We paused everything not related to water but it didn't help. They began dying one by one. Not one of the few remaining beavers was quenched when another drought came (which was game over). We returned to Easy mode but I'd very much like to know what could have been done to prevent what happened in Normal.
On this one I recommend watching my livestream! Basically things to rush: - Levees - Water Pumps - Stairs or Forester - Farming Then - Build a small dam to capture the water - Profit :D
At the very beginning of the game, you have three priorities: 1. Water pump 2. Farmhouse 3. Dam the river 4. Several water barrels You need the dam complete before the first drought or you're going to have a bad time. It doesn't need to be fancy, it doesn't need to enclose a huge area right away, but you've got to keep some water around. (Yes that was four things, beavers can't count.)
Nice tutorial. Are there any options to use in early gameplay, when you haven't unlocked the sluices and all, or is it worth prioritizing them over unlocking other items?
Hey there! Sadly I don't consider it possible for early game... Reasoning being is that if you want to block a watersource, a minimal of 2x1 overhang is mandatory (and a 3x1 is minimal for badwater sources)! So, if you have access to 2x1 & 3x1 overhangs, you have steel unlocked and can focus on unlocking sluices and impermeable floors. There's no way in avoiding the 2x1 & 3x1 overhangs, but you can: - replace impermeable floors with levees. That's simple to do but very ineficient, as a levee costs 12 wood, whilst a impermeable floor costs 1 steel. - replace 2 vertical sluices with 1 double floodgate -> its ineficient because you need to manually action the double flood gates instead of auto-filtering water + replace almost all levees (esp the ones for the walls) with dirt blocks! A Dirt block lategame costs 6 dirt, which you can easily excavate in several beaver hours! whilst trees take a lot longer to grow!
@@honeybadgermcd Thanks for the great tips! I'm still learning the ropes of the game, and it's difficult even in easy mode to keep things running. Scaling seems quite a problem to me - there are either too many or too little beavers, getting enough logs is a huge problem if you need planks and gears... 😅
No, you need to unlock developer mode. Key combo: Shift+Alt+Z. Afterwards just hold CTRL when building stuff! Be careful as this action will ruin your fun and challenge in the game! I use it soley for tutorials 😉
@@honeybadgermcd Fun fact about that letter combination - it's used by Polish keyboards to write Ż. The devmode works even when this combination is clicked in a textbox. I was very confused after I named a district "Żelazowa Wólka" ("Iron Will" [will being diminutive], a reference to a real district of Kraków called "Stalowa Wola" (Steel Will))
Sadly this trick only works nearby water sources. Unless you have so many resources you can place impermeable floor across the entire river to your base 😁
@honeybadgergaming28 yeah, I figured but it would be a good way to get water stored because you should be able to use levee blocks instead of impermeable floors. Which are cheaper to build and learn
Hey guys! This is my first longform video I've made! Let me know what you liked and what you disliked at it! If you got suggestions for next videos I can make (timberborn tutorials, timberborn challenges, or other game you want me to play it on hardmode) leave a comment and I'll check it out!
11:52 These don't need to be sluices. If they're going to be open all the time they could just be empty space. I prefer to use dams for the overflow: they hold another 0.75 level of water, you can path over them, and they look nice.
Sluices are more practical as you can control the overflow below to make sure it doesn't go overboard!
You've got a very relaxing voice for this kind of game. Good choice of music and the editing is pretty good too.
Great job, mate!
Thank you! Let me know if you got recomandations for future videos!
I'm now cooking a full in depth farming guide for Timberborn ^_^
Stay tuned for it!
Just found you (from Reddit) and am getting a lot of helpful info from your videos! (Subscribed!)
You asked for video topic suggestions:
My suggestion is a tutorial which thoroughly explains all UI elements - what each means & how to use the info effectively. Some UI elements have tooltips, but many do not.
For novices like myself, many such tutorials assume I already know more than I do.
Examples:
-In the well-being interface, how to determine what's lacking but could be currently provided.
-At district crossings, how to understand & manage transfer of goods.
-How to examine the stats of individual districts. (E.g., Sometimes I have unemployed beavers & I must scroll through the whole global roster to see who has no work assignment. I assume there are easier ways.)
Hey! I just posted last night a well-being tutorial :P that should help with the first recommendation!
Related to District crossings, sadly, I consider them heavily underpowered and not worth the hassle. What I try instead is keep the majority of the important buildings close to my town center. The only things I have far far away is the steel mine.
The reasoning I consider district crossing a waste is that beavers only get a 100% weight bonus. Basically when moving scrap metal, robo beavers can only move 3 at a time.
So, why waste having a total of 20 beavers handling a district crossing, when you can put those 20 beavers in 2 hauling posts and handle it like that?
Sadly, since i don't use District Crossings, it's not a topic I can answer :D
Will try to play around a bit with district crossings and see if they altered something!
As for UI elements, it's slightly difficult to clump them in a single place, however what I can do is include them in their topic. Like I did with the Farm Harvest vs Planting prioritization :D
1 thing to note water evaporates faster the more spread out it is so its better to build your water tower high and narrow instead of wide and shallow.
Only after 4 wide.
Less than 4 is also bad.
Nope. Engineer guy tested that and it's a myth.
@@kerim.peardon5551 which is a myth?
@@RescueResidence That water evaporates faster when it's shallow than when it's deep. Real Civil Engineer is the name of the channel. He built two holding tanks of the same volume, but different shapes, and they both went dry at the same time.
I enjoyed your video, thanks. Some really useful info and ideas I'll use. Glad this came up in my feed and happy to give you a sub!
Why split the good/bad water though and not just seal it completely when there's bad water? Will it not dilute and re-open the sluice automatically when the bad tide finishes?
Sadly, I have tested this during the making of the video, it takes somewhere around 4-5 days to filter out the badwater by itself before clean water can flow again. In hardmode, there are usually somewhere between 3-7 days before a new drought/badwateer hits! So in theory, you would remain without clean water most of the time if you don't filter the badwater!
For capping the badwater you could use a sluice and set it for a low down stream water level and put badwater pumps on it. By limiting the height of the downstream you can keep it from overflowing but make sure it keeps replenishing it to keep the pumps running. (You could put the more advanced cap on it, but I think the badwater pumps are cheaper on the tech tree.)
Late game you could replace some of those levees with dirt. Even if you don't farm it you could put a nice row of trees along the canal.
Sadly, badwater pumps(FT) or badwater blockers(IT) are more expensive both research points wise and resource wise than the blocker that I'm suggesting
But yes, if your target is to get badwater the advice is perfect!
Another suggestion: How to manage things early game (before the benefits of advanced items).
My hubby & I started on Easy mode to get our beaver feet wet. After many hours, we restarted with Normal, but quickly faced extinction.
We were still in the tutorial when it happened. A drought occurred and our 3 small water containers didn't last - everyone was thirsty. Once water returned the pumper worker couldn't quinch their thirst - everyone was constantly thirsty. We paused everything not related to water but it didn't help. They began dying one by one. Not one of the few remaining beavers was quenched when another drought came (which was game over).
We returned to Easy mode but I'd very much like to know what could have been done to prevent what happened in Normal.
On this one I recommend watching my livestream!
Basically things to rush:
- Levees
- Water Pumps
- Stairs or Forester
- Farming
Then
- Build a small dam to capture the water
- Profit :D
At the very beginning of the game, you have three priorities:
1. Water pump
2. Farmhouse
3. Dam the river
4. Several water barrels
You need the dam complete before the first drought or you're going to have a bad time. It doesn't need to be fancy, it doesn't need to enclose a huge area right away, but you've got to keep some water around.
(Yes that was four things, beavers can't count.)
Can you help me? I've been playing a while but all of a sudden I can't get my centrifuge to work. Where do you all put yours?
Nice tutorial. Are there any options to use in early gameplay, when you haven't unlocked the sluices and all, or is it worth prioritizing them over unlocking other items?
Hey there!
Sadly I don't consider it possible for early game...
Reasoning being is that if you want to block a watersource, a minimal of 2x1 overhang is mandatory (and a 3x1 is minimal for badwater sources)!
So, if you have access to 2x1 & 3x1 overhangs, you have steel unlocked and can focus on unlocking sluices and impermeable floors.
There's no way in avoiding the 2x1 & 3x1 overhangs, but you can:
- replace impermeable floors with levees. That's simple to do but very ineficient, as a levee costs 12 wood, whilst a impermeable floor costs 1 steel.
- replace 2 vertical sluices with 1 double floodgate -> its ineficient because you need to manually action the double flood gates instead of auto-filtering water
+ replace almost all levees (esp the ones for the walls) with dirt blocks! A Dirt block lategame costs 6 dirt, which you can easily excavate in several beaver hours! whilst trees take a lot longer to grow!
@@honeybadgermcd Thanks for the great tips! I'm still learning the ropes of the game, and it's difficult even in easy mode to keep things running. Scaling seems quite a problem to me - there are either too many or too little beavers, getting enough logs is a huge problem if you need planks and gears... 😅
good job, keep it up! :)
Thank you! The next one I'm preparing now in the same format is in depth farming tutorial
How to play builder with instant create of everything and without resources? Is there mod to unlock it?
No, you need to unlock developer mode.
Key combo: Shift+Alt+Z.
Afterwards just hold CTRL when building stuff!
Be careful as this action will ruin your fun and challenge in the game!
I use it soley for tutorials 😉
@@honeybadgermcd Fun fact about that letter combination - it's used by Polish keyboards to write Ż. The devmode works even when this combination is clicked in a textbox. I was very confused after I named a district "Żelazowa Wólka" ("Iron Will" [will being diminutive], a reference to a real district of Kraków called "Stalowa Wola" (Steel Will))
I'm clearly keeping this for a later video, i'm planning to make a commenter's edition video from all the tutorials! Thanks for the fun fact!
Are you slovenian?
Close, Romanian :D
I knew there was a way to fill water towers from the bottom but my stupid ass could not figure it out
Sadly this trick only works nearby water sources. Unless you have so many resources you can place impermeable floor across the entire river to your base 😁
@honeybadgergaming28 yeah, I figured but it would be a good way to get water stored because you should be able to use levee blocks instead of impermeable floors. Which are cheaper to build and learn