Timberborn - 5 - OUT OF LOGS! - UPDATE 5 BADWATER

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OMG, this crazy new POLLUTION mechanic! Let's play Folktails🌲Support Katherine on Patreon: / katherineofsky
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Ever wish your colony was a little more animal-oriented? Timberborn brings BEAVERS, with some delightful engineering and water moving mechanics that only those creatures have!
Release Date: 2021
A huge thank you to Mechanistry for providing me with a game key!
Playlist: • Timberborn - Badwater ...
Outro music/Beaverdance by Christopher St. Clair ❤️: • Beaverdance! A little ...
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Check out these other fun series:
Timberborn (Folktails): • Timberborn (Beaver Col...
Timberborn (Iron Teeth Hard Mode, Beaver Colony Builder): • Timberborn (Iron Teeth...
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About Timberborn:
Mankind turned Earth into a dry wasteland and perished, but some species adapted and evolved. Choose one of the unique beaver factions and see how long your colony can last!
Wet and dry seasons
Prepare your settlement for recurring droughts. Stockpile on food and keep fields and forests alive even after rivers dry up. Rely on both natural water sources and artificial irrigation to keep the land arable.
River control
Redirect rivers, put up dams and dig water canals with explosives - beavers of the future have millennia of experience in water engineering. But be careful, uncontrolled flooding is as deadly as a dynamite blast!
Lumberpunk
Turn timber into sophisticated machinery, buildings, and monuments. Wood is the core resource in Timberborn, but the most advanced structures require metal. To find it, send your scavengers to the ruins of the old world.
Vertical architecture
Create a thriving beaver settlement using a modular, vertical architecture system. Space is limited, so stack lodges and workshops on top of each other, cover hills with fields, and set up a power grid for your growing population.
Day and night cycle
Build a prosperous city with efficient production chains and beaverish nighttime activities. Follow the lives of individually simulated inhabitants throughout their day and celebrate when the next generation is born!
Wellbeing
Satisfy the needs of your colonists to extend their lifespan and make them happier. An evolved beaver's lifestyle is not just "work, sleep and chomp on wood". Balanced diet, decorations, temples, even carousels - you take care of it all.
Beaver societies
Control different beaver factions, each with unique style, buildings, and gameplay traits. While some beavers are expert farmers, another family might rely on rapid industrialization. Choose what fits your playstyle!
Map editor
Play on one of the included maps or create your own and share it with the community! With hills of different height, ruins scattered in the desert, and all life depending on access to water, each map poses a different challenge.
...and more!
We regularly add new features and iterate, based on the community's feedback. We’re making the world’s first beaver city-builder and we want to make it special, so stay in the loop and add Timberborn to your wishlist today!
#Timberborn
#KatherineOfSky
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Copyright © 2021 KatherineOfSky. All rights reserved.

Пікірлер: 48

  • @seananderson5850
    @seananderson58504 ай бұрын

    The "natural diversion point is ~5-7 tiles from the source blocks. You don't need to pump bad water up, but you do need a ~3 tile him dam to raise the water level. Two sets of flood gate controls water flow direction. The map has a grove of dead oak trees you can harvest close to the building side too.

  • @francisdoherty5580

    @francisdoherty5580

    4 ай бұрын

    Beavers build dams more than ditches.

  • @VaKU.
    @VaKU.4 ай бұрын

    There's 2 months old post on reddit about new irrigation spread in experimental. The image in the post graphically illustrates different pond configurations and vegetation spread around each one. The 3x3 pond gives much wider area coverage (16 radius) than a long line (6 blocks on either side) or a cross (8 blocks radius).

  • @yardalien
    @yardalien4 ай бұрын

    wood strategy: low-level trees produce timber earlier, so you can upgrade them to a higher level after the first harvest, which will also help spread out later harvests over time Plant 40 pines, 40 maples, 40 chestnuts, the rest oak. remove the planting after planting, change it to oak after harvest. Also 2nd forester is payed off after planting 5trees, you can build one near city, plant trees all over, then demolish foresters hut, harvest it later. Also remoted locations can be planted now, and harvested when needed.

  • @KatherineOfSky

    @KatherineOfSky

    4 ай бұрын

    I have been playing this game for years and have tried every wood strategy available. I knew what is most efficient and that's what I use.

  • @IronDino
    @IronDino4 ай бұрын

    2:45 I'm not sure 'why' but the flooding occurs in the evening when the beavers knockoff from water pumping. My best guess is that you're draining so much water from the midpoint of the river that the sudden cessation of pumping creates a large backflow from downstream and briefly overtops the pond by the extra farmland.

  • @donbionicle
    @donbionicle4 ай бұрын

    Also, the 2nd Centrifuge is going to need a power connection retrofitted onto the line behind it. It doesn't have a power connection on the corners, just the central parts. I like that not every powered building has connections everywhere, and am one of the people saddened when they changed the paper maker to no longer have power deadzones!

  • @101Waylander
    @101Waylander4 ай бұрын

    Lol, I’ve been waiting for that area to flood as soon as you said about creating the small canal for the forester area. 😂

  • @Redneck353
    @Redneck3534 ай бұрын

    Think you blocked the entrance of the medium storage under the centrifuge 🤔

  • @HalNordmann
    @HalNordmann4 ай бұрын

    0:40 Badtides are not that frequent. You could make a secondary dam in the canyon, and direct part of the river into that side area. Then make one or two extra floodgates that divert the Badtide straight, and water to the side-lakes

  • @BlakeAStoffel
    @BlakeAStoffel4 ай бұрын

    Those early videos with all the stories were something else! Got me started playing and on your channel…and then you introduced me to Factorio…

  • @donbionicle
    @donbionicle4 ай бұрын

    The flooding of the crop area happened after the straight dam was installed at the edge above it, seen clearly at 26:02 here. If you look at the terrain, there's a bit of a curve to the edge. If I had to guess, instead of the water flowing freely and evenly over that edge it's building up to the dam limit and then overloading the left side of it while the right gets less water due the terrain after the dam. If the dam were remade to follow that curve or just pushed back a tile or two it might solve the flooding.

  • @rcarnright87
    @rcarnright874 ай бұрын

    When I make canals like you did for the tree farm, I put my road above it. That way it frees up more land for planting.

  • @KatherineOfSky

    @KatherineOfSky

    4 ай бұрын

    Yep, that works too

  • @seananderson5850
    @seananderson58504 ай бұрын

    Early game, I want the logs now rather than logs latter. I use 12 tiles of birch and a handful of pine logs in the early game for instant "logs now". In the long term, I will switch to oak: it's the best income per tile though.

  • @stacy1548
    @stacy15484 ай бұрын

    From what I understand about the beehives, the only beavers immune to getting stung are the farmers so having them along your walkways where regular beavers will be is going to create a lot of unneeded injuries.

  • @KatherineOfSky

    @KatherineOfSky

    4 ай бұрын

    Thankfully there is not much traffic on those roads: they are currently only for construction access

  • @urkerab
    @urkerab4 ай бұрын

    Lidos work well as irrigation pools. There are a lot of different things you can clear - planting areas, tree cutting area, resources, rubble, buildings - that means it isn't easy to hunt down the right tool; maybe there should be a group with a copy of all of the removal tools so that you can find the right one more easily.

  • @KatherineOfSky

    @KatherineOfSky

    4 ай бұрын

    I like the separate tools for certain situations, but 99% of the time I want one tool that is capable of deleting everything.

  • @seananderson5850
    @seananderson58504 ай бұрын

    I tested blasting under a pump station. You just need to place the dynamite and the nozzle will move out of the way. Thanks for the tip. PS: You don't need a beaver working on a water dump. You can automatically retain water a dam. You already have a natural water inlet your floodgate), so if you blast to a cliff edge to let the water escape, and build a another dam at the end, you'd have a source and dump. No need for constant beaver labor.

  • @KatherineOfSky

    @KatherineOfSky

    4 ай бұрын

    A dam lets out 25% of the water from its top. I don't want to have that much water short in the dry season: evaporation is a thing

  • @IronDino
    @IronDino4 ай бұрын

    9:50 So I think the thing is that while Oak is the best, it takes a long amount of time to grow, and if you plant it all at once you end up with a massive influx of logs followed by an extensive dry spell. Despite the initial quantity, it's quite easy to burn through these logs. Pines (and moreover, Birch) can be used to stagger the growing periods of Oaks so that you can get regular influxes of logs in three relatively even intervals. That way, even if you do run out of logs, the next big harvest should only be a day or two away.

  • @KatherineOfSky

    @KatherineOfSky

    4 ай бұрын

    Why would I have a dry spell? And pines and birches DO NOT help this suggested problem, they make it worse by providing few logs per time invested. Trust me, I have played many iterations of the game and tried many planting strategies. I am quite sure of what is best for my playstyle. (Maybe you take many breaks when building and don't need as many logs???)

  • @Redneck353
    @Redneck3534 ай бұрын

    24:53, it's some weird water physics i guess with the 90deg turn + the few deeper parts makes some backflow when water comes back

  • @troyboigames1799
    @troyboigames17994 ай бұрын

    You need a 3x3 square dynamited at the end of the eragation area u made for the trees so that stays green for longer and a bigger green area at that point

  • @VaKU.
    @VaKU.4 ай бұрын

    Correction about prioritization from top to bottom. It only works if you prioritize with buttons from bottom menu. If you set priorities from the top right status window - they don't seem to propagate. (Just an observation)

  • @KatherineOfSky

    @KatherineOfSky

    4 ай бұрын

    That's correct. It only affects the structure that the interface modifies

  • @francisdoherty5580
    @francisdoherty55804 ай бұрын

    Not sure if it's been mentioned. Roof to foundation is not higher/lower priority. Unless you assign it like a pyramid higher priority for the first important part lower for the decorations

  • @Offbrand_Anime
    @Offbrand_Anime4 ай бұрын

    With the beehives near the water plants I was thinking maybe building just a 1x1 platform in the middle of the river to put them on so they can cover more. I don't know if they can go on platforms but it's just a thought :)

  • @KatherineOfSky

    @KatherineOfSky

    4 ай бұрын

    They need to be built on soil

  • @marines532
    @marines5324 ай бұрын

    You may need more foresters to cover a wider area

  • @KatherineOfSky

    @KatherineOfSky

    4 ай бұрын

    Yep. I usually use 2 per grove

  • @marines532

    @marines532

    4 ай бұрын

    @@KatherineOfSky smart. Might I also suggest you should make another Grove and another location for logistic purposes? Just a suggestion.

  • @danielreiners8444
    @danielreiners84444 ай бұрын

    Thinking about a flood gate to hold in good water to keep that little area by the potatoes green during drought/badtide

  • @maltardraco9555
    @maltardraco95554 ай бұрын

    Is it possible to build a town that has water canals beneath every road, and powerlines above every road? Is that something feasible? Because it would make the logistics a lot easier.

  • @ernestlam5632

    @ernestlam5632

    4 ай бұрын

    Yes very possible. Most efficient use of space is a 2 deep flooded trench with road on the bottom one story platform with power staffs on top then another one story platform flush with ground level. You build buildings on top of roads and power. It is important to put the roads on the bottom because you want the beavers to get wet because they like getting wet it fulfills one of their needs.

  • @Redneck353
    @Redneck3534 ай бұрын

    That one wide channel gonna be quite rough on evaporation and doesn't irrigate very large zone. Those changes on U5 hardly punish water zones that are not 3 wide at minimum, this is why the higher level by the forester is dry, 1 wide won't irrigate upwards. very curious to see if the single dump gonna be able to keep that whole channel irrigated

  • @Imber_Pluma
    @Imber_Pluma4 ай бұрын

    something i wish was in the base game Aqueducts

  • @antonjahnichen4600
    @antonjahnichen46004 ай бұрын

    I guess you need to connect the iron gathering again with the streets.

  • @KatherineOfSky

    @KatherineOfSky

    4 ай бұрын

    Yep, when we can

  • @Kulisekis
    @Kulisekis4 ай бұрын

    I think u should rather create 3x3 ponds for irrigation, this will give u much more green space. And if u will download Simple Triggers mode, then u will get access to water gauge which u can attach to your water dump which will automaticaly fill your pond based on height. This whole will take less space than your channels, but good series, keep going 🙂

  • @ashardalondragnipurake
    @ashardalondragnipurake4 ай бұрын

    isnt it just the starting movement that causes the overflow after every drought would a buffer levee solve it? basically take the shockwave earlier upriver if the games physics work like that does the game have inertia?

  • @ashardalondragnipurake
    @ashardalondragnipurake4 ай бұрын

    is there any point for the proper corner gears unless there is loss from friction, or serious price increase attached always better to have an x junction for the future then a t or corner now

  • @urkerab

    @urkerab

    4 ай бұрын

    KoS doesn't normally bother but as she mentioned they are cheaper to build which was relevant.

  • @AW-ix5qg
    @AW-ix5qg4 ай бұрын

    Interesting, I never considered to use bee hives for aquatic farming. Does it actually help there?

  • @KatherineOfSky

    @KatherineOfSky

    4 ай бұрын

    Yes, they work on all non-tree crops

  • @AW-ix5qg

    @AW-ix5qg

    4 ай бұрын

    That's cool, thanks for letting me know.

  • @Motor7Mike
    @Motor7Mike4 ай бұрын

    Badwater should be optional , it looks ugly , ruines the Gameplay and forces Player to build in useless Parts of the Map , it is no Fun anymore to build a Beaver City

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