i would have put the numbercruncher in district 7. Link a water wheel to it and be done with it. The numbercruncher generates science so fast it's probably fine to not be making any during droughts. That saves up wood and a beaver to keep the engine fueled. It's also in your best interest i think to somewhat seperate the district 7 valley from the main river. That section is alot of surface area for a comparatively low amount of volume. I like the idea of the district 7 valley being an overflow reservoir. Put a dam between the river valley and the district 7 valley with a sluice at the bottom allowing water to flow from district 7 to river and an overflow at the top of the river valley to allow water to flow into the district 7 valley. In a perfect world, the district 7 valley should be the first to dry up, but that would take alot of engeneering and building to get done. (I'm thinking about a pipe straight into town to keep the riverbed full)
Agreed… Number Cruncher @ District VII 🙏🏽… Seems a waste to let the Waterwheel spin & generate power and we’ve had the Food Factory paused most of the time anyway… plus we’ve been saying “we need the science but we don’t have the beaver-power…”
Pulled all my hair out watching you build that staircase up the mountain after hearing I’m saving my science and then proceeding to spend 150 and probably close to triple the planks instead of unlocking ladders.🤦🏼♂️😂
yeah ladders are going to have to be unlocked next to shorten the distance to the other side. at least NOW there are actual logs... with the current water.. could easily do a 75-100day.
another place for numbercruncher might have been on the top colony connected to water wheel power, that way only during droughts the engine is required. rest of the time water flow takes care of it at full power capacity
What an incredible episode. Well done on pulling us through. Looking forward to seeing us get through the next 63 days and that 1h46m runtime was a bonus for me 😄.
The vacancies along with the unemployed at the same time is probably one district having vacancies while the other has unemployed. Unless you're on the district center, the game often includes numbers from all the districts. Even without the district crossings, if you've got beavers separated to help minimize travel times, your numbers will often be including the separate populations all together.
There shouldn't be any unemployed or job Vacancies in the other district. The other district isn't connected to anything if some beavers somehow got sent there, they would die VERY QUICKLY given the fact that district isn't connected to any food/water since it doesn't even have a path attached to the door directly
@@Bama_Boy >isn't connected to anything Except district center has it's one vacancies) And when he selects the main district view (by selecting any building of the main district) - you can see, that there is no vacancies, when there are free beavers.
@@Bama_Boy If you pay attention to the hud as he clicks around the food and the logs also change from global count to local districts as he clicks the buildings. Here are some time stamps @ 41:38 you can see there is a unpaused lumber jack flag + he still had builder jobs in the town centre in district 7 from last episode. On the hud there are 8 vacancies. A few seconds later he clicks the main district centre and the vacancies drop to 4 instantly, food/logs drop by 200 as well (that district now, not global anymore). Later on he disconnects district 7 again @1:13:57 but it is at the end of the day and the vacancies kinda jump around a bit anyway. Hope this helps explain the 3 vacancies while still having 3 unemployed in the global population. @1:29:43 When he clicks a farmhouse (and it works for any building that requires workers) you can see the hud change to reflect the main district instead of the global population. After he un-pauses them all and clicks off into the the resources the hud swaps back to global population and there are 4 vacancies again. 3 from before and 1 from the unpausing of the 6 jobs in the main district. Food jumps by 200 again like all the other times because of the storage up top
The way i was ranting at the screen when you made that stair abomination off to the side instead of going up at a sensible location and using a bridge to go over the ruins. 😅
He could've just unlocked the ladder, ladder up + platform next to it and bridge over the ruins... same for the dams, I'd ladder up and then use platforms, the beavers will move much faster out of the water and the path is straighter.
This series encouraged me to try the same scenario (also my first try with custom map and settings; still no mods). It's been so much fun! When you get to this resource security point, the game completely turns into an epic project campaign given the long cycles.
One thing that is probably good to do: reduce evaporation. Like a lot. The river is terrible for evaporation, it's all small corners. Go for dynamite and eventually terrain (or levees for now, move things over this freeing up land: e.g. pumps, storage, etc.), straighten it up and shorten it where possible. Same with the extra part of the first reservoir, between the two districts, that part is terrible, separate it with a sluice + dam, so it will feed down, but not up and won't ruin evaporation. Moving pumps off land will also help with space to grow stuff over (more food variably will be nice), organising space might be nice now. Also remember that water flow in a block is max 6.6cms, over a single edge down a level is 2.2cms, so to do the diversion it might be nice to do it in one single level, as to reduce the size of the channel and then gain reservoir.
I think for the next episode it'll be imperative to focus on effective and efficient city planning because as it stands the arrangement and utilization of tiles is sub-optimal which is eating up available space, resources, and time as your beavers have to commute all over the place for things that should be localized amongst other things. Unlocking ladders and using them would solve a lot of these issues and it would make building projects much faster. 1 - Unlock ladders to build food storage towers plus make other building projects faster and cost-effective. 2 - Build a better barracks system because shit is just everywhere (makes it harder to utilize QOL bonuses and takes up so much space). 3 - Fix your tree farm setup (I don't think you need that forester and lumberjack on the main city side anymore because of the way that area was sectioned, it would make more sense to keep all your logging in one area so your forester and lumberjacks can spread across and overlap, which would either free up 2 more jobs or make logging faster). 4 - Please forget about the mangroves. They always end up dying and at this point that one beaver can only keep up the demand for like 5-10 mangroves a day if it doesn't end up just grabbing berries from what I saw. It's such a waste of a beaver and time and it hardly yields any benefit. 5 - You have more berries than your gatherer can keep up with. With the rate at which you were birthing kits and occasionally eating into berry storage, it honestly held up which tells me that you're using up more land for berries than you need at this point in time. You could consider reducing the area of your berry farm to allow you to make room for more buildings which would allow you to focus on a proper industrial area setup because I don't think you need that many berries especially because you can't keep up with them. 6 - There are a lot of times when something happens and you don't react accordingly because you forget or you just don't think about it which ends up biting you in the ass. For example when there's no water to pump so jobs open up (or should) but everything else is still paused. Maybe it might have to approach things in an "and then what manner" to help you organize your course of action instead of pausing and pausing things to move on to the next. 7 - Also, try to use all tiers of the building and job priorities more outside of super de-priority and super priority. It'll help tasks flow a lot easier without constant supervision and should help you avoid some issues you've been having. 8- Also be careful with the pods, these past two episodes you've been confused about why your vacancies keep going up and that's because the number of pods active (when you're doing your emergency pods) is not enough to meet your current population maintenance levels so more beavers end up dying than are being born. At this point, you have too many jobs to not have a birth-and-death equilibrium so maybe experiment with the pods active to see how many you need to remain stable instead of pausing 2 or 4 arbitrarily which should minimize the death and birth waves. You've really stabilized now so I think it would be a great time to fix some of the pressing issues that have been eating at the growth and progress of the city if you want to expand much farther without complete chaos. These are just some thoughts I had but all in all, a great episode. Although this series has been frustrating to watch I always look forward to it so I appreciate the content. :D
1:23:20 - that looks just so good. Getting the infrastructure in place for a BIG dam. Soon you'll be well set to survive those 100 day droughts. Well done.
Okay, I'll edit this to put more of my thoughts in as I watch (in segments, I don't have the time/attention span to watch almost 2 hours straight, but I'll get to it all over the course of the day I think) First things first, you said you can't irrigate that upper area. Incorrect. You very much can, it just costs 12 levees (144 logs), a set of stairs, and a fluid dump, to create a 3x3 aboveground pool that'll irrigate about 1050 tiles (total of 1085, to be exact, but you have to spend 21 of those on the central bit, and another 18 minimum on pathing out of the irrigated area, probably at least 5 more on lumberjack flags/more stairs/etc). With some platforms and more stairs, you can put the forester and the flags on top of the pool and levees, minimizing wasted space. Whole setup should cost less than 200 logs, and will produce up to 280 logs per day once the oaks start coming in. 10:20 depth does not change evaporation rate, so changing the depth of the lower section won't change how quickly you lose water. 0.1 or 14.95, it'll still evaporate at the same rate regardless. Depth changes how long it takes the whole volume to evaporate, but not how much evaporates per day (except if the height is 0.02 or less IIRC, then it evaporates a lot faster, that's a hardcoded thing for the sake of animations) 53:20 It'll want two (or more). However, I actually think you might want to stack them vertically, with one gate on each level, because badtides will leave a large reservoir of contaminated water that will purify at different speeds at different depths, and letting out the 5% (frankly, even 10% would be fine given how large a downstream reservoir it'll be mixing with) contaminated water earlier will allow the new water to have to mix with less overall to bring the rest of it down even faster. 59:30 frankly, you should've unlocked the ladder. 300 science to save a ton of resources and allow you to traverse much more terrain and build things more easily? Yeah, of course that's a good idea (in comparison to the 150 science that saves you exactly 4 planks per large set of stairs) 1:18:30 it's because 3 jobs are in another district I think. End of video thoughts: 1) I think the log storage up top is still set to draw logs from other storages? Might want to check on that, bc if so that explains why it's taking a while for beavers to grab logs to build things. 2) Since you're not building anything else, you can set 5 levees to be built in a row and just have a priority gradient to make the back ones higher priority and thus it will ALWAYS be built before the one two spaces in front of it is finished (the one directly in front can't be finished while a beaver is occupying its space, so no trapped beavers, and regardless, the ones with a higher priority will always get their resources first and get hammered on first) 3) Again, ladder. Saves space, saves resources, and means that even if the dam is built in the incorrect order, you can just add another ladder and fill the gaps from on top of the dam.
Hey JC, you could focus the metal scavengers, to a small degree, by blocking off areas with storage/levees. I don't think it would be cheesy, especially if you did it with small scrap storage, in fact, it might look legit. Thanks for all the great content : )
Idk if he wants to use any type of cheesy tactics, which i don't blame him... he made this playthrough more difficult for a reason. Why make it harder, if your just going to cheesy it with scummy tactics. Everyone is different
Just became a member love this series, love what your doing, please keep doing it 👍👍👍 1. Why not put the number cruncher up in district 7 where the water wheels are thus conserving logs, more/larger wheels can also be added for more power. 2. Please now you have the science do some medical beds if you want to start up metal/gear production again. 3. I'd say district 7 can now be its own contained thing at this point with berries + pods + trees even if you use it as a production district. 4. I think the 3 unemployed beavers are the vacancy in the district centre of district 7. Hope my comments help 😁
Thanks for supporting the channel! All of these are good points and we will likely end up putting the number cruncher up there. But keep in mind that the water wheels are useless during droughts until we have the badwater sources capped and forced open.
i've always found that you need to have more beavers then your using! Equilibrium is bad :P That way, when a bunch day you have extras ready to fill their jobs 1:28:39 You need to demolish that hideous clean water dam and build it straight. Will make it SO much easier to build it up later.
have to agree, definitely need to get a lot of wood growing 🌳 while you're waiting, don't forget there's still a good bit of dead timber here and there to tide you over 🤗 (5:40 don't tempt me 🤪 lol)
1:35:45 is when the beardbooster end screen ended. The video actually ends at 1:46:12. That makes it 10 minutes and 27 seconds of "extra" content (or rather premature end screen/end announcement)
Awesome video, length is fine. Don’t worry about it we’re all loving the series. I think getting through the drought/bad tide and then seeing what is coming next should be exactly how long these videos are.
This episode was stress free to watch. Glad to see so much water dammed up for the droughts, next step is bad water and explosives? I only wish you unlocked the ladders. That was a bit painful. And the 3 "vacancies" are in district 7. The town centre + a lumberjack flag As far as the pods go, 6 of them will maintain about 65-66 beavers with your current well-being. A ladder would be useful to stack things above the original barracks. I think you need medical beds too, the beavers are running around injured from the smelter, not lumberjacks. I'll do the math for you this time: You need 10,055 water to survive this drought with 60 beavers.
Love the episode. Lots of progress and the little mistakes that i enjoyed watching you fix it ❤. I think you need to unlock the ladders next, this will make things easier for your beavers to get over your main dam and making it go higher. ❤❤
Fine episode! Hopeful you can do 63 days with the extra water. now you have the diversion further up, do feel next time it’s be good to block up that canyon to be as deep as possible for a smaller area to avoid the evaporation - I’d just do the front dam, the two exit points and around the drain - your original dam is almost unnecessary now if the front one blocks much higher up.
You’ll get more bang for your buck concentrating your decorations where the beavers will spend the longest time exposed to them (I.e. where they sleep) it is about duration in the radius rather than high traffic areas, the benefit builds up while they are exposed to the decoration and then decreases when they are outside its sphere of influence
9:18 Maybe put a set of stairs just to allow the forester to go down. 13:19 I don't know what is the ideal number, but my recommendation is to keep a steady number, don't keep pausing and unpausing the breeding pods. 28:29 I don't understand why wait to have all the materials before starting to build the engine. If you place it, they will progressively build it, and once you get the last piece, it will be immediately done, instead of waiting for the the entire construction after. 29:16 No need to demolish the Iron Teeth Carrousel, it might be useful if you happen to not have enough logs for to run the engine. 32:57 I think there is a risk that one sluice might not be enough. 1:41:04 😅 52:17 Wouldn't it be better to build the diversion as high as possible? If you build it against the "pilar" on the right here, you'd hold less bad water, so it would take less time to clean up. And it would maybe take a similar amount of logs, since it would be larger, but shallower. You should put the numbercruncher on the other side of the bad water river and build the water wheels across that river. 1:26:50 Noooo! That's a bad spot.
At 20:00 you were talking about the floodgate but there is a missing levee next to it so it does nothing. Really for the ponds you should just set the floodgates to 0.05 below the water level the sluice in controlling to, so it will always stay full but if you pump the river dry you keep a small reservoir and buffer with 0 maintenance
You need beds for injured beavers :) Also more storage for berries - you could have had at least 1000 sitting in storage ready as food but they were sitting on a field. Great vid as always!
This episode made my day. Surviving half as bad as it will be is awesome. Good job, sir! Edit: I believe you have the gears paused, so....that might be important to notice...but there are still 3 minutes so you might notice before the end
Should've unlocked ladders instead of making that wonky stairway. It's a lot less planks to just shoot straight up the side of the mountain. Also, get some flywheels to store power overnight. Edit: Those three vacancies probably have to do with District #7. Also, you may want to pause some of the breeding pods.
1:20:21 Hmm. You know, if the emergency district is expected to dry out, it's probably better to have trees growing up there than corn. Not that replacing the corn is a good idea, but dead trees can be harvested for wood, and you don't have to have beavers there very frequently.
That's a good point. We should do this, but I think that would be a task for after we've dedicated as much effort as possible to expanding our water storage and pumping everything we can
@JCTheBeard true. I was thinking about when you temporarily moved beavers up to that district- if you moved 4 (1 for water, 1 for making rations, and 2 for planting trees), would they be able to do a sizable area if they were only given 2-3 days? Then the impact is lessened on the lower colony, and they feed and water themselves.
33:50 the EASY solution is to Build it from above by putting a bridge from what was the high ground in WB to Numa Numa, then you get access to the three source lakes & can build that dam all with only spending enough wood to make a 2 long bridge
When it comes to building Levees in a line, instead of 1 by 1, i like to place 3 at a time, then prioritize them w highest in the back, to neutral in the front. Just helps a little in not having to babysit it as much. Great job here though!
I'd throw a forester up at the second district area instead of a farm now. The trees survive longer than crops. Putting something with a shorter growth time may be advisable. Oaks will probably not last but firs may. Side note I'm not saying un-plant the crops, I'm saying plant trees on the baron side, where there is green to grow, but only stumps remain.
loved the episode, just one thing, you no longer need to be building up that dam in the middle, it's no longer doing anything, only need to focus on the dam closest to your colony and the little dam that would run off the map
I noticed that too - I’d be building that dam up to top of the canyon! Plus raising the height of the levees protecting the drain. Use the winding staircase for access on one side, and a new route on the town side.
Agreed. The only dams that matter now are the entry dam (the one that he rushed over and built), the exit dam (the one closest to the main district), and the overflow dams (the ones that spill out into the nothing). Those are the only dams that are going to have any impact on the total water storage now - so the taller, the better!
Yep, that will be going away. Now that we're past the initial "running around like chickens with our heads cut off" stage, we can focus on doing some optimizing!
1:10:10 as you have to put the platforms first before putting stairs, priorities the stairs. It will reduce the chance of beavers getting stuck I think.
I do like the haulers, as a lower job priority and thus will automatically fill job vacancies as the population changes / demand changes. Ideally a storage and production layout should not critically rely on haulers though. I have not done the maths but buffering buildings with input and output storage is ideal, to then limit the number of haulers. In theory 5 haulers servicing your colony is better than 10 to 15 haulers who cause productions delays. It is probably time to stack raw corn storage under some farms. Then you have ample storage so the farmers can just farm. This added buffer should apply to all industries (like engines should have a log pile to pull from, within a few metres from the engine block).
also, i know you put the last floodgates up to 1.00, but i feel like that is just short sighted, if there does get to be extra water that makes its way that way, its nice having an outlet. setting it at .9 wont harm anything since the sluice should never go above .6
@@jasonjazzz5 having the floodgates lower by .1 wouldn't have made a difference. If its going to flood at 1.00 then it would have still flooded if it was at 0.9 .... that instant surge of excess water is what flooded it. That surge would have still flooded the area even if it was at 0.9 just saying. I do agree that it's a good idea to have the floodgates at 0.85 or even 0.9 . I don't think he has completely learned how to play with and setup the sluice gates, where to place them, when to use automation regarding water height. He isn't alone, I'm seen so many ppl struggle with it. The devs should add an upstream (b4 dam) and downstream (after dam) auto open/close options for the sluice gates. If they can tell the water height then they should be able to read it above its location, giving it the ability to open at an above height
Edit: I see you added the levee around the 48:00 mark At 20:00 you were talking about the floodgate but there is a missing levee next to it so it does nothing. Really for the ponds you should just set the floodgates to 0.05 below the water level the sluice in controlling to, so it will always stay full but if you pump the river dry you keep a small reservoir and buffer with 0 maintenance
You should really move your numbercruncher to district 7 and install water wheels, if it isn't finish, you get all your resources back Also, consider putting dams on the top of you Dams
49 day drought, this is gonna be interesting 🤔 ... tho I think there'll be enough water now with the deep reservoirs/dams completed just in time 😉 here we go ...
look at you hitting a great turning point. once you get that dam up river done. gonna let you chill some and not be white knuckling this playthrough anymore lol
how was it that the numbercrunch JC was looking at for progress and not notice the metal block is paused ? spreading the tree variety into pine and oak would help get some logs quicker than 30 days Also, all the industrial buildings can be moved up to district 7 to take advantage of water wheel along with engine. so that all machines can be connected to one power grid.
Until he unlocks and builds the badwater device that allows him to run badwater all the time, that water wheels is pretty useless. Especially with the extremely long droughts. But rather the scavenger flag is paused or not is irrelevant. The number cruncher only needs 10 more metal blocks. It takes 4 scrap to make 1 metal, so he should need 40 scrap to make 10 metal. He has enough to finish the number cruncher. Unsure if he has enough left to make another engine I forget how many metal blocks it needs to be built. He does constantly forget about needing scrap, even tho he is consistently needing metal. Its worth stock piling scrap and metal blocks, esp for the large water tanks.
I think the lack of medical beds is why you have vacancies and open jobs. Also I think you need to increase the height of the drain area in your backup District. To me it seems like the water is drain off from all the water that you're trying to store. And also increase the height of your main Levee Dam in front of your Maine District to increase your water storage. If 40 plus days with the amount of water that you had this episode I don't think it's going to last a hundred. my opinion I like your videos and I don't care what others say I like it when you pause.
You should put a Torii gate in the dry pond next to the fields. You're not going to be growing anything in there, ever, and it will cover a path that will be used more and more as the game goes on.
i cant wait for the episode that after 100 day drought you got a long badtide after it and the city becomes all bots. it happened to me and there is no changing this fact. so start to make a plane for it.
This is not targetting JC, but i feel its relevant since it happened in this video. Can anyone explain why someone would want to do an all hands on deck, extreme pumping.... when their water storage is basically full, while still having roughly 20 days left in their drought?? I am legitimately curious.... wouldnt you want to slowly pump the water at just a little quicker than your colony is consuming? So then your not losing water in your storage, and keeping your crops (food and trees) watered and growing? Why drain the river when your already at max storing capacity? I feel like if your storage is full, and dont drain the river, stuff stays watered, you can buildmore storage and then pump more till its full, limit the pumping again to just above usage, and delay the river drying out as long as possible as long as its not negatively effecting storage... Can anyone help enlighten me, im so confused. I feel like JC pumped the river, while having basically a full storage, to quickly, causing trees to stop growing that are needed for building... maybe im missing somthing or just dumb lol. Thank you for the help understanding.
Wait… hang on… there’s another water source across the canyon where we’re trying to store our clean water? I totally forgot they’re there… can we use them too?
We can, in fact, use those. I just didn't want to bother with them because it would take a lot of resources/time to get over there and do the rerouting necessary
Re food distribution/availability efficiency… why don’t we build more pantries? That way it kinda won’t matter where we store large amounts of them… more pantry availability could mean more edible food available more efficiently? On that note… is there like a ‘water cooler’ mod? Satiate their social and thirst needs?
Where can I find this map online? I'd love to give it a try, but the only versions I saw on Steam were for Waterbeavers only and crashed my game when I tried to play it with Ironteeth.
I'd really recommend removing the "smart" triggers mod and replace it with "find idle beavers" far far more useful short and long term If resource storage is full, it turns off the job and vice-versa
i would have put the numbercruncher in district 7. Link a water wheel to it and be done with it. The numbercruncher generates science so fast it's probably fine to not be making any during droughts. That saves up wood and a beaver to keep the engine fueled.
It's also in your best interest i think to somewhat seperate the district 7 valley from the main river. That section is alot of surface area for a comparatively low amount of volume.
I like the idea of the district 7 valley being an overflow reservoir. Put a dam between the river valley and the district 7 valley with a sluice at the bottom allowing water to flow from district 7 to river and an overflow at the top of the river valley to allow water to flow into the district 7 valley.
In a perfect world, the district 7 valley should be the first to dry up, but that would take alot of engeneering and building to get done. (I'm thinking about a pipe straight into town to keep the riverbed full)
Agreed… Number Cruncher @ District VII 🙏🏽… Seems a waste to let the Waterwheel spin & generate power and we’ve had the Food Factory paused most of the time anyway… plus we’ve been saying “we need the science but we don’t have the beaver-power…”
Pulled all my hair out watching you build that staircase up the mountain after hearing I’m saving my science and then proceeding to spend 150 and probably close to triple the planks instead of unlocking ladders.🤦🏼♂️😂
yeah ladders are going to have to be unlocked next to shorten the distance to the other side. at least NOW there are actual logs... with the current water.. could easily do a 75-100day.
I wasn't screaming to my screen buy the f-ing ladders WHAT are you doing!!!
another place for numbercruncher might have been on the top colony connected to water wheel power, that way only during droughts the engine is required. rest of the time water flow takes care of it at full power capacity
What an incredible episode. Well done on pulling us through. Looking forward to seeing us get through the next 63 days and that 1h46m runtime was a bonus for me 😄.
The vacancies along with the unemployed at the same time is probably one district having vacancies while the other has unemployed. Unless you're on the district center, the game often includes numbers from all the districts. Even without the district crossings, if you've got beavers separated to help minimize travel times, your numbers will often be including the separate populations all together.
There shouldn't be any unemployed or job Vacancies in the other district. The other district isn't connected to anything if some beavers somehow got sent there, they would die VERY QUICKLY given the fact that district isn't connected to any food/water since it doesn't even have a path attached to the door directly
@@Bama_Boy >isn't connected to anything
Except district center has it's one vacancies) And when he selects the main district view (by selecting any building of the main district) - you can see, that there is no vacancies, when there are free beavers.
@@Bama_Boy If you pay attention to the hud as he clicks around the food and the logs also change from global count to local districts as he clicks the buildings. Here are some time stamps @ 41:38 you can see there is a unpaused lumber jack flag + he still had builder jobs in the town centre in district 7 from last episode. On the hud there are 8 vacancies. A few seconds later he clicks the main district centre and the vacancies drop to 4 instantly, food/logs drop by 200 as well (that district now, not global anymore). Later on he disconnects district 7 again @1:13:57 but it is at the end of the day and the vacancies kinda jump around a bit anyway. Hope this helps explain the 3 vacancies while still having 3 unemployed in the global population.
@1:29:43 When he clicks a farmhouse (and it works for any building that requires workers) you can see the hud change to reflect the main district instead of the global population. After he un-pauses them all and clicks off into the the resources the hud swaps back to global population and there are 4 vacancies again. 3 from before and 1 from the unpausing of the 6 jobs in the main district. Food jumps by 200 again like all the other times because of the storage up top
30:50 time for small flywheels to store the power generated while beavers sleep
"i'm so terrible at ending episodes"
Just awful. How could you. I love this series. I wanna see a folktail and emberpelt apocalypse too
you legit crushed this episode. most successful one yet
The way i was ranting at the screen when you made that stair abomination off to the side instead of going up at a sensible location and using a bridge to go over the ruins. 😅
This is the chaos we've learned to embrace. It's like when my dad used to yell at the football players on tv
@Drexos17 That's about right. 😂
He could've just unlocked the ladder, ladder up + platform next to it and bridge over the ruins... same for the dams, I'd ladder up and then use platforms, the beavers will move much faster out of the water and the path is straighter.
or on the other side of the town, there was also a way to get on top, and a pretty straight way to the new dam
This series encouraged me to try the same scenario (also my first try with custom map and settings; still no mods). It's been so much fun! When you get to this resource security point, the game completely turns into an epic project campaign given the long cycles.
The next one is going to be fun :) loving the long videos
One thing that is probably good to do: reduce evaporation. Like a lot.
The river is terrible for evaporation, it's all small corners. Go for dynamite and eventually terrain (or levees for now, move things over this freeing up land: e.g. pumps, storage, etc.), straighten it up and shorten it where possible. Same with the extra part of the first reservoir, between the two districts, that part is terrible, separate it with a sluice + dam, so it will feed down, but not up and won't ruin evaporation.
Moving pumps off land will also help with space to grow stuff over (more food variably will be nice), organising space might be nice now.
Also remember that water flow in a block is max 6.6cms, over a single edge down a level is 2.2cms, so to do the diversion it might be nice to do it in one single level, as to reduce the size of the channel and then gain reservoir.
It just takes time....
I think for the next episode it'll be imperative to focus on effective and efficient city planning because as it stands the arrangement and utilization of tiles is sub-optimal which is eating up available space, resources, and time as your beavers have to commute all over the place for things that should be localized amongst other things. Unlocking ladders and using them would solve a lot of these issues and it would make building projects much faster.
1 - Unlock ladders to build food storage towers plus make other building projects faster and cost-effective.
2 - Build a better barracks system because shit is just everywhere (makes it harder to utilize QOL bonuses and takes up so much space).
3 - Fix your tree farm setup (I don't think you need that forester and lumberjack on the main city side anymore because of the way that area was sectioned, it would make more sense to keep all your logging in one area so your forester and lumberjacks can spread across and overlap, which would either free up 2 more jobs or make logging faster).
4 - Please forget about the mangroves. They always end up dying and at this point that one beaver can only keep up the demand for like 5-10 mangroves a day if it doesn't end up just grabbing berries from what I saw. It's such a waste of a beaver and time and it hardly yields any benefit.
5 - You have more berries than your gatherer can keep up with. With the rate at which you were birthing kits and occasionally eating into berry storage, it honestly held up which tells me that you're using up more land for berries than you need at this point in time. You could consider reducing the area of your berry farm to allow you to make room for more buildings which would allow you to focus on a proper industrial area setup because I don't think you need that many berries especially because you can't keep up with them.
6 - There are a lot of times when something happens and you don't react accordingly because you forget or you just don't think about it which ends up biting you in the ass. For example when there's no water to pump so jobs open up (or should) but everything else is still paused. Maybe it might have to approach things in an "and then what manner" to help you organize your course of action instead of pausing and pausing things to move on to the next.
7 - Also, try to use all tiers of the building and job priorities more outside of super de-priority and super priority. It'll help tasks flow a lot easier without constant supervision and should help you avoid some issues you've been having.
8- Also be careful with the pods, these past two episodes you've been confused about why your vacancies keep going up and that's because the number of pods active (when you're doing your emergency pods) is not enough to meet your current population maintenance levels so more beavers end up dying than are being born. At this point, you have too many jobs to not have a birth-and-death equilibrium so maybe experiment with the pods active to see how many you need to remain stable instead of pausing 2 or 4 arbitrarily which should minimize the death and birth waves.
You've really stabilized now so I think it would be a great time to fix some of the pressing issues that have been eating at the growth and progress of the city if you want to expand much farther without complete chaos. These are just some thoughts I had but all in all, a great episode. Although this series has been frustrating to watch I always look forward to it so I appreciate the content. :D
All good points, and I do think we can finally try to optimize some stuff. I really wanted to make sure we could just survive, first.
time for some medical beds
This… 😅
1:23:20 - that looks just so good. Getting the infrastructure in place for a BIG dam. Soon you'll be well set to survive those 100 day droughts. Well done.
Okay, I'll edit this to put more of my thoughts in as I watch (in segments, I don't have the time/attention span to watch almost 2 hours straight, but I'll get to it all over the course of the day I think)
First things first, you said you can't irrigate that upper area. Incorrect. You very much can, it just costs 12 levees (144 logs), a set of stairs, and a fluid dump, to create a 3x3 aboveground pool that'll irrigate about 1050 tiles (total of 1085, to be exact, but you have to spend 21 of those on the central bit, and another 18 minimum on pathing out of the irrigated area, probably at least 5 more on lumberjack flags/more stairs/etc). With some platforms and more stairs, you can put the forester and the flags on top of the pool and levees, minimizing wasted space. Whole setup should cost less than 200 logs, and will produce up to 280 logs per day once the oaks start coming in.
10:20 depth does not change evaporation rate, so changing the depth of the lower section won't change how quickly you lose water. 0.1 or 14.95, it'll still evaporate at the same rate regardless. Depth changes how long it takes the whole volume to evaporate, but not how much evaporates per day (except if the height is 0.02 or less IIRC, then it evaporates a lot faster, that's a hardcoded thing for the sake of animations)
53:20 It'll want two (or more). However, I actually think you might want to stack them vertically, with one gate on each level, because badtides will leave a large reservoir of contaminated water that will purify at different speeds at different depths, and letting out the 5% (frankly, even 10% would be fine given how large a downstream reservoir it'll be mixing with) contaminated water earlier will allow the new water to have to mix with less overall to bring the rest of it down even faster.
59:30 frankly, you should've unlocked the ladder. 300 science to save a ton of resources and allow you to traverse much more terrain and build things more easily? Yeah, of course that's a good idea (in comparison to the 150 science that saves you exactly 4 planks per large set of stairs)
1:18:30 it's because 3 jobs are in another district I think.
End of video thoughts:
1) I think the log storage up top is still set to draw logs from other storages? Might want to check on that, bc if so that explains why it's taking a while for beavers to grab logs to build things.
2) Since you're not building anything else, you can set 5 levees to be built in a row and just have a priority gradient to make the back ones higher priority and thus it will ALWAYS be built before the one two spaces in front of it is finished (the one directly in front can't be finished while a beaver is occupying its space, so no trapped beavers, and regardless, the ones with a higher priority will always get their resources first and get hammered on first)
3) Again, ladder. Saves space, saves resources, and means that even if the dam is built in the incorrect order, you can just add another ladder and fill the gaps from on top of the dam.
This series is always the highlight of my day.
Had an absolute blast recording this one, enjoy!
So true
Hey JC, you could focus the metal scavengers, to a small degree, by blocking off areas with storage/levees. I don't think it would be cheesy, especially if you did it with small scrap storage, in fact, it might look legit. Thanks for all the great content : )
Idk if he wants to use any type of cheesy tactics, which i don't blame him... he made this playthrough more difficult for a reason. Why make it harder, if your just going to cheesy it with scummy tactics. Everyone is different
and just remember to make sure the 1 forester is set to replant dead trees not marked for cutting
What would be the point in that? It says "not marked to cut" but everything on that local and that level of immediate land ls basically marked to cut
and to actually have more than 1 guy cutting down logs. lol!
I always forget to do that
Just became a member love this series, love what your doing, please keep doing it 👍👍👍
1. Why not put the number cruncher up in district 7 where the water wheels are thus conserving logs, more/larger wheels can also be added for more power.
2. Please now you have the science do some medical beds if you want to start up metal/gear production again.
3. I'd say district 7 can now be its own contained thing at this point with berries + pods + trees even if you use it as a production district.
4. I think the 3 unemployed beavers are the vacancy in the district centre of district 7.
Hope my comments help 😁
I put nutcruncher uptop then brought power down to valley.
Thanks for supporting the channel!
All of these are good points and we will likely end up putting the number cruncher up there. But keep in mind that the water wheels are useless during droughts until we have the badwater sources capped and forced open.
i've always found that you need to have more beavers then your using! Equilibrium is bad :P That way, when a bunch day you have extras ready to fill their jobs
1:28:39 You need to demolish that hideous clean water dam and build it straight. Will make it SO much easier to build it up later.
have to agree, definitely need to get a lot of wood growing 🌳 while you're waiting, don't forget there's still a good bit of dead timber here and there to tide you over 🤗 (5:40 don't tempt me 🤪 lol)
1:35:45 is when the beardbooster end screen ended. The video actually ends at 1:46:12. That makes it 10 minutes and 27 seconds of "extra" content (or rather premature end screen/end announcement)
Awesome video, length is fine. Don’t worry about it we’re all loving the series. I think getting through the drought/bad tide and then seeing what is coming next should be exactly how long these videos are.
This episode was stress free to watch. Glad to see so much water dammed up for the droughts, next step is bad water and explosives? I only wish you unlocked the ladders. That was a bit painful. And the 3 "vacancies" are in district 7. The town centre + a lumberjack flag
As far as the pods go, 6 of them will maintain about 65-66 beavers with your current well-being. A ladder would be useful to stack things above the original barracks. I think you need medical beds too, the beavers are running around injured from the smelter, not lumberjacks.
I'll do the math for you this time: You need 10,055 water to survive this drought with 60 beavers.
Love the episode. Lots of progress and the little mistakes that i enjoyed watching you fix it ❤.
I think you need to unlock the ladders next, this will make things easier for your beavers to get over your main dam and making it go higher. ❤❤
Fine episode! Hopeful you can do 63 days with the extra water. now you have the diversion further up, do feel next time it’s be good to block up that canyon to be as deep as possible for a smaller area to avoid the evaporation - I’d just do the front dam, the two exit points and around the drain - your original dam is almost unnecessary now if the front one blocks much higher up.
Thanks for video JC😊
just hit the end. awesome episode! 🤗 got so much done! 👍
You’ll get more bang for your buck concentrating your decorations where the beavers will spend the longest time exposed to them (I.e. where they sleep) it is about duration in the radius rather than high traffic areas, the benefit builds up while they are exposed to the decoration and then decreases when they are outside its sphere of influence
duck yeah!... surviving a 50 days drought with those settings!... impressive! congratulations!
9:18
Maybe put a set of stairs just to allow the forester to go down.
13:19
I don't know what is the ideal number, but my recommendation is to keep a steady number, don't keep pausing and unpausing the breeding pods.
28:29
I don't understand why wait to have all the materials before starting to build the engine.
If you place it, they will progressively build it, and once you get the last piece, it will be immediately done, instead of waiting for the the entire construction after.
29:16
No need to demolish the Iron Teeth Carrousel, it might be useful if you happen to not have enough logs for to run the engine.
32:57
I think there is a risk that one sluice might not be enough.
1:41:04
😅
52:17
Wouldn't it be better to build the diversion as high as possible?
If you build it against the "pilar" on the right here, you'd hold less bad water, so it would take less time to clean up.
And it would maybe take a similar amount of logs, since it would be larger, but shallower.
You should put the numbercruncher on the other side of the bad water river and build the water wheels across that river.
1:26:50
Noooo! That's a bad spot.
At 20:00 you were talking about the floodgate but there is a missing levee next to it so it does nothing. Really for the ponds you should just set the floodgates to 0.05 below the water level the sluice in controlling to, so it will always stay full but if you pump the river dry you keep a small reservoir and buffer with 0 maintenance
You need beds for injured beavers :) Also more storage for berries - you could have had at least 1000 sitting in storage ready as food but they were sitting on a field. Great vid as always!
Medical beds and more storage should be coming soon
This episode made my day. Surviving half as bad as it will be is awesome.
Good job, sir!
Edit: I believe you have the gears paused, so....that might be important to notice...but there are still 3 minutes so you might notice before the end
Should've unlocked ladders instead of making that wonky stairway. It's a lot less planks to just shoot straight up the side of the mountain. Also, get some flywheels to store power overnight.
Edit: Those three vacancies probably have to do with District #7. Also, you may want to pause some of the breeding pods.
1:20:21
Hmm. You know, if the emergency district is expected to dry out, it's probably better to have trees growing up there than corn. Not that replacing the corn is a good idea, but dead trees can be harvested for wood, and you don't have to have beavers there very frequently.
That's a good point. We should do this, but I think that would be a task for after we've dedicated as much effort as possible to expanding our water storage and pumping everything we can
@JCTheBeard true. I was thinking about when you temporarily moved beavers up to that district- if you moved 4 (1 for water, 1 for making rations, and 2 for planting trees), would they be able to do a sizable area if they were only given 2-3 days? Then the impact is lessened on the lower colony, and they feed and water themselves.
33:50 the EASY solution is to Build it from above by putting a bridge from what was the high ground in WB to Numa Numa, then you get access to the three source lakes & can build that dam all with only spending enough wood to make a 2 long bridge
When it comes to building Levees in a line, instead of 1 by 1, i like to place 3 at a time, then prioritize them w highest in the back, to neutral in the front. Just helps a little in not having to babysit it as much. Great job here though!
I need a week of this every day. It’s addicting to watch.
It's fun, isn't it?
I'd throw a forester up at the second district area instead of a farm now. The trees survive longer than crops. Putting something with a shorter growth time may be advisable. Oaks will probably not last but firs may. Side note I'm not saying un-plant the crops, I'm saying plant trees on the baron side, where there is green to grow, but only stumps remain.
How… just how… did you make it through that 49 days! Fantastic episode.
I was asking myself the same question. But we did it!
Hello first of all big fan but after that please build number cruncher where your water wheel is near all the bad water sources
loved the episode, just one thing, you no longer need to be building up that dam in the middle, it's no longer doing anything, only need to focus on the dam closest to your colony and the little dam that would run off the map
I noticed that too - I’d be building that dam up to top of the canyon! Plus raising the height of the levees protecting the drain. Use the winding staircase for access on one side, and a new route on the town side.
Building tit higher allows you to store more water in that section. More sections mean more possibilities to store even more water
Agreed. The only dams that matter now are the entry dam (the one that he rushed over and built), the exit dam (the one closest to the main district), and the overflow dams (the ones that spill out into the nothing). Those are the only dams that are going to have any impact on the total water storage now - so the taller, the better!
Yep, that will be going away. Now that we're past the initial "running around like chickens with our heads cut off" stage, we can focus on doing some optimizing!
WE BELIEF! 🐸!
Thanks very much!
1:10:10 as you have to put the platforms first before putting stairs, priorities the stairs. It will reduce the chance of beavers getting stuck I think.
I do like the haulers, as a lower job priority and thus will automatically fill job vacancies as the population changes / demand changes. Ideally a storage and production layout should not critically rely on haulers though.
I have not done the maths but buffering buildings with input and output storage is ideal, to then limit the number of haulers. In theory 5 haulers servicing your colony is better than 10 to 15 haulers who cause productions delays.
It is probably time to stack raw corn storage under some farms. Then you have ample storage so the farmers can just farm. This added buffer should apply to all industries (like engines should have a log pile to pull from, within a few metres from the engine block).
You might want to put a sluice at the top of the new dam set to maintain downstream depth at a certain height. As well as the one at the bottom.
Wow, JC that was a huge step forward the do extra damming.
It's rare I have that much foresight, but it does feel great to get that big of a win in advance
57:17 top of that pile is also premium placement for 5-6 scavenger flag
JC you already have the high ground, just go through Numa Numa to the three lakes and build what ever dams in the valley from the Numa Numa side
Bout to send these beavers on the journey those cats and dogs went on in Homeward Bound 😂
also, i know you put the last floodgates up to 1.00, but i feel like that is just short sighted, if there does get to be extra water that makes its way that way, its nice having an outlet. setting it at .9 wont harm anything since the sluice should never go above .6
man, when im right im right hahaha
@@jasonjazzz5 having the floodgates lower by .1 wouldn't have made a difference. If its going to flood at 1.00 then it would have still flooded if it was at 0.9 .... that instant surge of excess water is what flooded it. That surge would have still flooded the area even if it was at 0.9 just saying. I do agree that it's a good idea to have the floodgates at 0.85 or even 0.9 . I don't think he has completely learned how to play with and setup the sluice gates, where to place them, when to use automation regarding water height. He isn't alone, I'm seen so many ppl struggle with it. The devs should add an upstream (b4 dam) and downstream (after dam) auto open/close options for the sluice gates. If they can tell the water height then they should be able to read it above its location, giving it the ability to open at an above height
The sluice gate for the bad tide run off is set to close over 0.5. I think that's why your dam was overflowing
We'll check that out next episode, but we probably won't end up needing it soon
1:43:42 majority of us not complaining about not finishing the episode cause we do love long episodes! 🎉
1:32:26 can you double check the sluice? It might’ve had, “open if downstream” turned on… would’ve been a bummer if it leaked for no reason.
Put a number cruncher up attached to the waterwheel by the other district so you can get passive science that doesn't cost you logs
If we want that number cruncher we might want to turn gears, scrap, and metal back on.
there yo go now all you need is about 11k water and 2.5k raw corn saved up. Good luck!!
Ladders! Ladders!😂
What do we want? LADDERS!!! When do we want it? Yesterday… LOL 😂
Come on!!! You should have kept recording!!!! Awesome series! Can you share the map link for us to give it a try as well?
In my playthrough cycle 9 was a 60 day badtide lol. I paused all the breeding pods and my pop dropped to like 1/3rd by the end lol.
This was a very entertaining episode
Glad you enjoyed!
1:28:13 Jc: how do I have 6 unemployed & 3 vacancies? I have no clue!
Also Jc doesn't bother to check the district centers. 😂
It's shocking, isn't it? 😂
Edit: I see you added the levee around the 48:00 mark
At 20:00 you were talking about the floodgate but there is a missing levee next to it so it does nothing. Really for the ponds you should just set the floodgates to 0.05 below the water level the sluice in controlling to, so it will always stay full but if you pump the river dry you keep a small reservoir and buffer with 0 maintenance
You could build the number cruncher on the “new” district with all the bad water sources
Fences can block metal gathering… or flags that are paused.
You should really move your numbercruncher to district 7 and install water wheels, if it isn't finish, you get all your resources back
Also, consider putting dams on the top of you Dams
Have really enjoyed this!!!!☺️
Decision Paralysis is definitely a thing 😂😂
17:17 to be fair, at 2500 hours i didnt know if they'd pull out of the flooded storage
Good, that makes me feel a lot better
💓😱🦫 ... awww, nearly no.1 😉 ... nice one J 🤗
26:05 you had a death wave, which is why you ran out of haulers
49 day drought, this is gonna be interesting 🤔 ... tho I think there'll be enough water now with the deep reservoirs/dams completed just in time 😉 here we go ...
1:19:02 it’s counting the three jobs in the other district centre….
look at you hitting a great turning point. once you get that dam up river done. gonna let you chill some and not be white knuckling this playthrough anymore lol
how was it that the numbercrunch JC was looking at for progress and not notice the metal block is paused ?
spreading the tree variety into pine and oak would help get some logs quicker than 30 days
Also, all the industrial buildings can be moved up to district 7 to take advantage of water wheel along with engine. so that all machines can be connected to one power grid.
Until he unlocks and builds the badwater device that allows him to run badwater all the time, that water wheels is pretty useless. Especially with the extremely long droughts.
But rather the scavenger flag is paused or not is irrelevant. The number cruncher only needs 10 more metal blocks. It takes 4 scrap to make 1 metal, so he should need 40 scrap to make 10 metal. He has enough to finish the number cruncher. Unsure if he has enough left to make another engine I forget how many metal blocks it needs to be built. He does constantly forget about needing scrap, even tho he is consistently needing metal. Its worth stock piling scrap and metal blocks, esp for the large water tanks.
I think the lack of medical beds is why you have vacancies and open jobs. Also I think you need to increase the height of the drain area in your backup District. To me it seems like the water is drain off from all the water that you're trying to store. And also increase the height of your main Levee Dam in front of your Maine District to increase your water storage. If 40 plus days with the amount of water that you had this episode I don't think it's going to last a hundred. my opinion I like your videos and I don't care what others say I like it when you pause.
“We just want to pump… you up!”
Now that's a blast from the past
You should put a Torii gate in the dry pond next to the fields. You're not going to be growing anything in there, ever, and it will cover a path that will be used more and more as the game goes on.
29:20 ... Engine baby! 👌
OMG NUMBERCRUNCHER BEST EPISODE EVER
i cant wait for the episode that after 100 day drought you got a long badtide after it and the city becomes all bots. it happened to me and there is no changing this fact. so start to make a plane for it.
Great episode. Time for ladders?
This is not targetting JC, but i feel its relevant since it happened in this video.
Can anyone explain why someone would want to do an all hands on deck, extreme pumping.... when their water storage is basically full, while still having roughly 20 days left in their drought?? I am legitimately curious.... wouldnt you want to slowly pump the water at just a little quicker than your colony is consuming? So then your not losing water in your storage, and keeping your crops (food and trees) watered and growing? Why drain the river when your already at max storing capacity? I feel like if your storage is full, and dont drain the river, stuff stays watered, you can buildmore storage and then pump more till its full, limit the pumping again to just above usage, and delay the river drying out as long as possible as long as its not negatively effecting storage...
Can anyone help enlighten me, im so confused. I feel like JC pumped the river, while having basically a full storage, to quickly, causing trees to stop growing that are needed for building... maybe im missing somthing or just dumb lol. Thank you for the help understanding.
There is a "lot" of trees donw the rivers
So you wanted a good number cruncher
If you had put the number cruncher in second district you could have have free science
GG. I agree with the rest of the comments: you have too fany beavers. Which, of course, is way better than having too mew.
Wait… hang on… there’s another water source across the canyon where we’re trying to store our clean water? I totally forgot they’re there… can we use them too?
We can, in fact, use those. I just didn't want to bother with them because it would take a lot of resources/time to get over there and do the rerouting necessary
Love me some wet builders 😂
You should grow different types of trees so they grow in stages so you always have trees to harvest instead of just growing one type.
You have the science surely to do ladders.use them
Please keep the name of the district upstairs as “District VII”… LOL
why didn't you put the numbercrunsher next to the waterwheel? so much power that you don't use for anything!
I'm with chat. You definitely have too many or too few beavers.
Can anyone please share name of the map? Thanks!
Re food distribution/availability efficiency… why don’t we build more pantries? That way it kinda won’t matter where we store large amounts of them… more pantry availability could mean more edible food available more efficiently?
On that note… is there like a ‘water cooler’ mod? Satiate their social and thirst needs?
Oh wait… you are building more pantries… should’ve waited to watch the whole video before posting a comment…
We've tried pantries but we haven't had the necessary labor to keep them filled.
I'd love a water cooler mod, that sounds like a great idea
Where can I find this map online? I'd love to give it a try, but the only versions I saw on Steam were for Waterbeavers only and crashed my game when I tried to play it with Ironteeth.
This is the exact one I'm using: steamcommunity.com/sharedfiles/filedetails/?id=3369882049
No need to have waterbeavers for this to work.
Did the sluice go in backwards?
I'd really recommend removing the "smart" triggers mod and replace it with "find idle beavers" far far more useful short and long term
If resource storage is full, it turns off the job and vice-versa
You have enough leftover science for ladders, let's go
🦫🦫☠☠🦫🦫