Instead of pausing the observatories you could leave them active but set them to lowest priority. That way whenever you have some spare beavers they will go do some research instead of sitting idle.
Well, his mentor RCE does exactly the same thing, and it's painful to watch them waste time removing stumps and dead plants. Beavers have more important things to do.
Really enjoing this series. That district really should have been called TEAstrict 1. Also, at 3:12 the only reason that building across the river couldn't be reached was because there's no way to get to them (unbuilt paths/platforms don't count, unfortunately). At some point the devs removed the district size limit so moving the district centre didn't really do much - It didn't hurt, but it also didn't do much.
I thought they slowed down the beavers further away from the distract center. Just a little thought. Also, from an efficency standpoint, long paths sucks unles you know how to manage workflow. If you don't have storage for resources nearby, the builders would just walk back and forth alot. Beavers will always move back home to eat, so if their home are far away, it'll be inefficient
Really as folktails wind power is a more consistent power source and it makes water power quickly obsolete once scaled up and combined with power storage. (Especially when playing on hard with long droughts) Really the other badwater channel is a more ideal collection spot for power already without creating a new channel. I just feel as he's in the endgame wind power is a better investment of resources.
At the start, when the paths are 'too far away from district', that just means the beavers can't reach the worksite. As the path gets built they can reach the next one, then the next one... You don't need to move your district centre.
Yes, they have a range of about 8 tiles beyond the end of the path. Select a district centre or builders hut to get an outline of the extent of the builder's range
@@overredrover9430 yep 👍 And if they're on platforms or a cliff edge, they only have a range of 1, which is what was happening at the start of the episode.
Lol yes there is a mod for "all the stairs" except it adds spiral stairs left and right as well as the BEST THING EVER, the Ladder! Absolute game changer!
I love the past 5 episodes worth of pausing the 4 large water pumps sucking from that MASSIVE supply of water at the end of the river... like it will ever get drained even if left alone during droughts/badtides... thats a crapton of water lol
Instead of needing to pause or unpause low priority tasks to free up labor, just set the priority of each job. I set the priorities as soon as I place the buildings down to be built so I don't forget to do it later. My general rule of thumb is pumping water is the highest priority, farm workers, gatherers, and grill/bakery workers are second highest, builder huts second lowest, haulers and science are lowest. Everything else is regular priority. That way, when workers are scarce, they're automatically pulled from the lowest priorities to work in higher priorities until there are enough workers for everything again.
now that you have a solution for bad water, you can flush out the standing bad water near the underground ruins by running good water for a while. It should clear out that area so you can build there without getting sick beavers.
When building inline structures that risk stupid beavers cutting off each other. I would recommend utilising the different priorities along the route and pausing construction far behind.
anyone else just screaming at the screen "JUST DYNAMITE IT! and add a stair." when he's overthinking how to get to those trees near the water source? just me?
@@simongeard4824 an over engineered solution generally is a better solution that costs more. This is a worse solution that costs way more. Engineering was not consulted lol, probably managment.
@@zyeborm In my experience, an over-engineer solution *is* a worse one. It's not just the increased cost of delivering that solution - it's the *ongoing* cost of dealing with unnecessary complexity both in the solution itself, and on everything that ever touches it.
You could have just set up some flood gates in front of the water spawner and sent the badwater over the back of them too, but this was fun to watch :)
Sometimes that works and sometimes you need to blow a 2 tile, 3 dynamite deep next to the water spawner. Then put in 2 flood gates and when badwater comes open them, when not keep them closed for water pressure.
Biffa, there’s always a water surge after any increaseI flow, meaning you’ll always get a little flooding but it will dry out. You can have the flood gates as high as 2.5 without trouble.
lol You not only make me laugh but you make my head spin trying to figure out what you are doing! Always works in the end 🤩Glad you are feeling better and happy to see Timberborn again!!
Naming of districts seems like an opportuni-tea. Naming after tea blends, perhaps? Green (farming district, natch), Orange Pekoe... maybe American Sweet Tea for the badwater area..?
This is a great series, you've taken the colony a lot further that I would have guessed. I love builder games, and this is on my wish list. Meanwhile, I am looking forward to the ONI episodes as I am currently working on that myself. At about 400-500 cycles in, power becomes a challenge for me. It should be interesting to see your solutions.
Glad you are feeling better Biffa. I was thinking the head of the river would be an excellent place for water wheels as they will continue generating power during bad water.
There are a lot of challenges, other than happiness, that can be placed on this game if they ever plan to make a campaign of it ala old city building style. All of them at the moment are self made. Engineered a spill way, build the biggest dam, have a district fully populated by bots, reach total population of 500 with average happiness of 30, open all sciences, or fill 80% of the map with with trees and shrubs, etc. They can even make a world map of places lived by different types of beavers and have an inter city trade system.. I enjoy watching people make their own challenge of the day and build toward it
25:20 Or, you could delete the path, dynamite it, and then put in more stairs, then build a path over the stumps as your woodcutters chop down the trees. 27:25. Poor dude isn't the bone head here, the one who doesn't realize that all paths out are blocked by stairs is! (/j. Shouldn't need to put that, but I've had too deal with too many snowflakes/misunderstandings lately and I'm not risking another)
It won't drain over the water source but will beside it, so just open a 6 tile wide channel right beside it instead of down hill/mountain and place floodgates at the edge of the map to keep the fresh water from flowing off 🤷♂️. Too late now
iirc water/bad water doesn't exit over a water source only over a dirt block D = Dirt, E = Empty, S = Water source DEED DSSD In this case it would fully fill the empty spaces and then over flow when it gets over the top dirt and then off the map DEEED DSSDD In this case it would only partially fill the empty spaces as there are 3 empty spaces over 2 sources, it would flow off the map in the third empty space on top of the dirt. The map that Biffa is on, is like the first example, so he either needed a trench or to dynamite beside the sources to allow the outflow before it overtopped that area.
You're probably best replacing the dam to the main river flow with double floodgates instead of a levy and a floodgate. It looks like some of your water is falling off the back as it's flowing over the top of the water sources. With a double floodgate you can leave it at 0.5 most of the time to avoid that
New districts help in worker efficiency by not having to cross the map. And are quite simple to set up. They will import and export whatever is needed. Toss down new district and a warehouse district? All good
Your Badwater plan is exactly what I did on this map last played. It’s actually my end game for all maps now with the bad water. Turn it around asap and send it off the map. Then I went WAY overboard and made that whole like corner of the map one big reservoir.
I used to do this; a gate only a tile away from the source. I also use the mod to automate gates when badtide starts. The problem I found was although it was easier, it wasn't in the spirit of the game and I wanted more of a challenge. I now search for maps with sources not on edges so this isn't possible.
Use dynamite in the already established main channel and make a 2 wide section deeper across in line with the new bad water output channel. That will trap the bad water from getting close to the floodgate, making the expulsion quicker and less likely for bad water getting into the main water supply when the floodgates are dropped
If you just want to get rid of bad tides you don't need to drop it off a mountain and then turn it round, you can just shunt it off the map immediately after the flood gates. Water can flow off the map right next to a source block, it doesn't have to go somewhere else first.
You could just make a channel using entirely dynamite and deflect the badwater more immediately back off the edge without first taking it down the cliff. Then you'd only need a row of floodgates and some dynamite. I did this myself on this map and 1 deep 5 wide was a large enough gap for the entrance and the spillway out of the map was 4 wide 2 deep. Nothing overflowed.
There are pumps that can deal with bad water and move it else where. One you tuber built a dam on the source that allowed the good water through and rejected the bad water.
Another trick: if the tree is just a STUMP, build a path on it, then once all the stumps or trees that can make it grow go away, delete it. it is FREE to do for demo and for building and saves you using beavers to remove them. the channel you made is good, though...
You haven't reached the level of carnage that another certain youtuber caused (and I'm still getting over), so I guess a little death because you didn't set up scaffolding is simply "inevitable" 🤨 However, still have to express my thanks for you helping me discover this game.. I'm over 220 hours on it and still loving it in an unhealthy addictive way!
modern employer: im reducing the working hours from 18 to 16 why arnt you happy if you sprint you have time enough to grab a snack before you run back to the factory line what are you talking about 8 hours of sleep
I got to the mess at 27:42 what happened to blasting the clif side back it would have fixed the problem without using all those blocks paths trapped beavers, Also dynamite could have been used to get to those lower level trees instead of those extra platforms and stairs. Just had to get my point of view in cause ugh 😩😩😩
Yeah, I've found you've got to take large building projects where beavers might bet trapped one step at a time if you don't want to lose any. When you have a long stretch being built at the same time with the same priority, they just get caught being stupid too often. You like laying the whole thing out ahead of time, which I get. But then, you just have to only prioritize that first step, second highest the next, then once the first step gets done, raise up the second priority to first and the third step to second highest priority. And so on. And even with micromanagement, some situations just are going to have some beaver getting foolish. Plus, on huge projects, it takes a lot of attention and so other problems can pop up that you don't notice.
I laughed at the massive over engineering of the bad water waterfall diversion, could have done a 3-4 wide gateway into a 3 deep 2 wide channel that went 90 degrees straight off the map at the top layer and been fine
If there is one thing I learned from Oxygen Not Included is that if everything is high priority then nothing is high priority. And there just a bit later in the video apparently you will play some ONI :D
oh why send badtide that way the other way and back on itself works. also single depth is perfect to flow it off the map. use double flood gates so only goes 1 hogh when closed
1:15 wait the path is connected and it it out of range? did not think that was a thing anymore in this game, wait it can be reach you just need to finish the one before it so it can then be reached
Is it not possible to now send water to the left and create more fertile land, after dynamiting, with a small levy after the new one, you just, built at the top of the map?
Why use levies instead of 2 level floodgates? Now the water at the top will be trapped indeed, but wont be usable since the floodgate cant be opened to the bottom.🤔
why cant I find a video that shows how to deal with badwater where the person doesnt get distracted by building so much? I have no idea what to do about badwater
Instead of pausing the observatories you could leave them active but set them to lowest priority.
That way whenever you have some spare beavers they will go do some research instead of sitting idle.
this comment has been on almost every comment section
It hurts that you assign removal of stumps instead of just placing a path to delete.
Was thinking the same
Same it was killing me lol
Yeaah xD It shows Bifa hasn't played this for a long time.
Yeah, stumps, just visual "decorations".
Well, his mentor RCE does exactly the same thing, and it's painful to watch them waste time removing stumps and dead plants. Beavers have more important things to do.
Really enjoing this series. That district really should have been called TEAstrict 1.
Also, at 3:12 the only reason that building across the river couldn't be reached was because there's no way to get to them (unbuilt paths/platforms don't count, unfortunately). At some point the devs removed the district size limit so moving the district centre didn't really do much - It didn't hurt, but it also didn't do much.
Wanted to say the same!
I thought they slowed down the beavers further away from the distract center. Just a little thought. Also, from an efficency standpoint, long paths sucks unles you know how to manage workflow. If you don't have storage for resources nearby, the builders would just walk back and forth alot. Beavers will always move back home to eat, so if their home are far away, it'll be inefficient
you should have sent the badwater down a channel with large water wheels so that you can still produce power in badtide even though its isolated away
Really as folktails wind power is a more consistent power source and it makes water power quickly obsolete once scaled up and combined with power storage. (Especially when playing on hard with long droughts)
Really the other badwater channel is a more ideal collection spot for power already without creating a new channel. I just feel as he's in the endgame wind power is a better investment of resources.
its just normal water wheels in folktails
You don't need to demo the stumps, just build over them!
My brother, you can just build over the wood stumps! Nice to hear you are feeling better❤
At the start, when the paths are 'too far away from district', that just means the beavers can't reach the worksite. As the path gets built they can reach the next one, then the next one...
You don't need to move your district centre.
Yes, they have a range of about 8 tiles beyond the end of the path. Select a district centre or builders hut to get an outline of the extent of the builder's range
@@overredrover9430 yep 👍 And if they're on platforms or a cliff edge, they only have a range of 1, which is what was happening at the start of the episode.
Love that you're beginning to look like RCE with high prioritising everything 😂 Glad you're feeling better Biff.
One of the best shortcuts in the game is to hold shift while deleting using the destroy tool, it will suppress the confirmation dialog.
No way!!! Thankyou 🙏
22:37 at there, you could dynamite to have a bit of water pass through the dryout channel too
22:44 "Oh my life is on a whole 'nother level down again."
I know what you meant, but that's a quote for a mug.
Lol yes there is a mod for "all the stairs" except it adds spiral stairs left and right as well as the BEST THING EVER, the Ladder! Absolute game changer!
I love the past 5 episodes worth of pausing the 4 large water pumps sucking from that MASSIVE supply of water at the end of the river... like it will ever get drained even if left alone during droughts/badtides... thats a crapton of water lol
Biffa: *spends half the episode blowing stuff up to make stairs*
Also Biffa: "How do I get down to these trees a level below me?!"
"Trying to remember where things after you haven't played in a while" heck that happens to me after a nights sleep😦😁
🤣
Thank you Biffa! You just made my day with uploading new content of this series.
❤
Instead of needing to pause or unpause low priority tasks to free up labor, just set the priority of each job. I set the priorities as soon as I place the buildings down to be built so I don't forget to do it later. My general rule of thumb is pumping water is the highest priority, farm workers, gatherers, and grill/bakery workers are second highest, builder huts second lowest, haulers and science are lowest. Everything else is regular priority. That way, when workers are scarce, they're automatically pulled from the lowest priorities to work in higher priorities until there are enough workers for everything again.
now that you have a solution for bad water, you can flush out the standing bad water near the underground ruins by running good water for a while. It should clear out that area so you can build there without getting sick beavers.
When building inline structures that risk stupid beavers cutting off each other. I would recommend utilising the different priorities along the route and pausing construction far behind.
Woohoo! New Timberborn! Thank you for the new episode. I read the title and was wondering how many beavers would get stuck and die during the project.
27:07
4 beavers ready to be sacr.......send away for the greater good of the colony
anyone else just screaming at the screen "JUST DYNAMITE IT! and add a stair." when he's overthinking how to get to those trees near the water source? just me?
It's right there in the video title... "over-engineering solutions".
@@simongeard4824 an over engineered solution generally is a better solution that costs more. This is a worse solution that costs way more. Engineering was not consulted lol, probably managment.
@@zyeborm In my experience, an over-engineer solution *is* a worse one. It's not just the increased cost of delivering that solution - it's the *ongoing* cost of dealing with unnecessary complexity both in the solution itself, and on everything that ever touches it.
You could have just set up some flood gates in front of the water spawner and sent the badwater over the back of them too, but this was fun to watch :)
Sometimes that works and sometimes you need to blow a 2 tile, 3 dynamite deep next to the water spawner. Then put in 2 flood gates and when badwater comes open them, when not keep them closed for water pressure.
Won't work 👍
@@BiffaPlaysCitiesSkylines Oh, yes, you would need a spill gate on each side as well to let the water flow out of the map
@@samtro Have they changed that? because I've done it.
Massively over-engineered? Yes. Great fun? Yes!
13:43 you only need a single layer, and you could have done this water management so much better with only 1 set of floodgates to adjust all the time
9:01, 11:47, 12:43 you know you can just put the path on top of that and it will be done... also you can build on top of them and the stumps are gone
Biffa, there’s always a water surge after any increaseI flow, meaning you’ll always get a little flooding but it will dry out. You can have the flood gates as high as 2.5 without trouble.
11:45 for future reference once its just a stump like that you can just place a path over it instead of wasting the time of you workers to remove it
lol You not only make me laugh but you make my head spin trying to figure out what you are doing! Always works in the end 🤩Glad you are feeling better and happy to see Timberborn again!!
😁
Naming of districts seems like an opportuni-tea. Naming after tea blends, perhaps? Green (farming district, natch), Orange Pekoe... maybe American Sweet Tea for the badwater area..?
This is a great series, you've taken the colony a lot further that I would have guessed. I love builder games, and this is on my wish list. Meanwhile, I am looking forward to the ONI episodes as I am currently working on that myself. At about 400-500 cycles in, power becomes a challenge for me. It should be interesting to see your solutions.
There's no engineering like over-engineering!
28:56 Biffa is transforming into RCE :P
Please change the shrub walkway to better optimize beaver well being. You can easily make it to 30.
Biffa playing Oxygen Not Included? Yes! I'll be looking out for that.
A poor workman blames his beavers.... Me shouting at the monitor when Biffa fails to use some simple common sense. 🤣
Glad you are feeling better Biffa. I was thinking the head of the river would be an excellent place for water wheels as they will continue generating power during bad water.
Thanks 👍
Yes! The best part of Saturday returns ♥
Yay, this is back! I hope the next drought is the badwater tide so I can see the new re-routing in action.
Yes. Like opening the floodgates so the trapped beavers on the dam could escape.
19:55 there is a ladder mod
There are a lot of challenges, other than happiness, that can be placed on this game if they ever plan to make a campaign of it ala old city building style. All of them at the moment are self made. Engineered a spill way, build the biggest dam, have a district fully populated by bots, reach total population of 500 with average happiness of 30, open all sciences, or fill 80% of the map with with trees and shrubs, etc.
They can even make a world map of places lived by different types of beavers and have an inter city trade system..
I enjoy watching people make their own challenge of the day and build toward it
25:20 Or, you could delete the path, dynamite it, and then put in more stairs, then build a path over the stumps as your woodcutters chop down the trees.
27:25. Poor dude isn't the bone head here, the one who doesn't realize that all paths out are blocked by stairs is! (/j. Shouldn't need to put that, but I've had too deal with too many snowflakes/misunderstandings lately and I'm not risking another)
Actually, you don't need to dynamic a path for the badwater, Just close your floodgates and it will exit above the water source went it overflows.
It won't drain over the water source but will beside it, so just open a 6 tile wide channel right beside it instead of down hill/mountain and place floodgates at the edge of the map to keep the fresh water from flowing off 🤷♂️. Too late now
Nope, does not work.
iirc water/bad water doesn't exit over a water source only over a dirt block
D = Dirt, E = Empty, S = Water source
DEED
DSSD
In this case it would fully fill the empty spaces and then over flow when it gets over the top dirt and then off the map
DEEED
DSSDD
In this case it would only partially fill the empty spaces as there are 3 empty spaces over 2 sources, it would flow off the map in the third empty space on top of the dirt.
The map that Biffa is on, is like the first example, so he either needed a trench or to dynamite beside the sources to allow the outflow before it overtopped that area.
"Are they set to be cut? They're not. But they will be with one swish of my mouse." ...Three swishes later...ok now they're set to be cut 😂
I'd love to see Biffa playing on 'Hard' with the 40+ day droughts.
Let him grasp the game's mechanics first
You're probably best replacing the dam to the main river flow with double floodgates instead of a levy and a floodgate. It looks like some of your water is falling off the back as it's flowing over the top of the water sources. With a double floodgate you can leave it at 0.5 most of the time to avoid that
Water doesn't backflow off the source, it just stacks infinitely.
New districts help in worker efficiency by not having to cross the map.
And are quite simple to set up. They will import and export whatever is needed.
Toss down new district and a warehouse district? All good
1:01 told you they were working more then they should have and you didn't believe me
Biffa Plays Indie Games, Subscribed because your videos are so much fun!
Your Badwater plan is exactly what I did on this map last played. It’s actually my end game for all maps now with the bad water. Turn it around asap and send it off the map. Then I went WAY overboard and made that whole like corner of the map one big reservoir.
I used to do this; a gate only a tile away from the source. I also use the mod to automate gates when badtide starts.
The problem I found was although it was easier, it wasn't in the spirit of the game and I wanted more of a challenge. I now search for maps with sources not on edges so this isn't possible.
@@bigman5125 yea it basically brings it back to update 4 at that point. No badtides lol. Thats when I focus on bots…. Or just start a new one 🤣
Use dynamite in the already established main channel and make a 2 wide section deeper across in line with the new bad water output channel. That will trap the bad water from getting close to the floodgate, making the expulsion quicker and less likely for bad water getting into the main water supply when the floodgates are dropped
Biffa lowers the working day from 18 hours to 16 hours... who wants to work 16 hours? how about 12? 10?
You don't need to move the district, you just need workers closer to the construction
If you just want to get rid of bad tides you don't need to drop it off a mountain and then turn it round, you can just shunt it off the map immediately after the flood gates. Water can flow off the map right next to a source block, it doesn't have to go somewhere else first.
I guess I...overengineered it 🤔
the gap between timberborne episodes was wearing on me. Now I feel all is right with the world!
Biffa slowly turning into RCE with all the super high priority
I think you'll find RCE is turning into Biffa with the high priority. I was doing it before RCE started RUclips 🤣
A Interaction for the Interaction God, a Comment for the Comment Throne, for the Almighty Algorithm
For Biffa!
You could just make a channel using entirely dynamite and deflect the badwater more immediately back off the edge without first taking it down the cliff. Then you'd only need a row of floodgates and some dynamite.
I did this myself on this map and 1 deep 5 wide was a large enough gap for the entrance and the spillway out of the map was 4 wide 2 deep. Nothing overflowed.
There are pumps that can deal with bad water and move it else where. One you tuber built a dam on the source that allowed the good water through and rejected the bad water.
Another trick: if the tree is just a STUMP, build a path on it, then once all the stumps or trees that can make it grow go away, delete it. it is FREE to do for demo and for building and saves you using beavers to remove them. the channel you made is good, though...
Thankyou 😁
1:41 the pickapicka in the mouth SuperVinlin
Enjoyable again mate 😊 Don’t forget to turn the water pumps back on again .
Sadly, normal difficulty droughts and bad tides are pretty capped in length. So your setup is already pretty stable.
You haven't reached the level of carnage that another certain youtuber caused (and I'm still getting over), so I guess a little death because you didn't set up scaffolding is simply "inevitable" 🤨
However, still have to express my thanks for you helping me discover this game.. I'm over 220 hours on it and still loving it in an unhealthy addictive way!
I found the unstuck mod a HUGE help! For those bevers too dumb for their own good
modern employer: im reducing the working hours from 18 to 16 why arnt you happy
if you sprint you have time enough to grab a snack before you run back to the factory line
what are you talking about 8 hours of sleep
I got to the mess at 27:42 what happened to blasting the clif side back it would have fixed the problem without using all those blocks paths trapped beavers,
Also dynamite could have been used to get to those lower level trees instead of those extra platforms and stairs.
Just had to get my point of view in cause ugh 😩😩😩
Well she is quite the beautiful aquaduct even if she's overengineered. It all works and looks good and thats all that really matters.
😁
Yeah, I've found you've got to take large building projects where beavers might bet trapped one step at a time if you don't want to lose any. When you have a long stretch being built at the same time with the same priority, they just get caught being stupid too often. You like laying the whole thing out ahead of time, which I get. But then, you just have to only prioritize that first step, second highest the next, then once the first step gets done, raise up the second priority to first and the third step to second highest priority. And so on. And even with micromanagement, some situations just are going to have some beaver getting foolish. Plus, on huge projects, it takes a lot of attention and so other problems can pop up that you don't notice.
Such a fun project and great episode! 🎉
Overengineered?!? I think RCE is gonna have to be the judge of that! :P
I laughed at the massive over engineering of the bad water waterfall diversion, could have done a 3-4 wide gateway into a 3 deep 2 wide channel that went 90 degrees straight off the map at the top layer and been fine
I did what the title said 😉
you can cut down all of the berries and use that area for farming or for trees.
Blimey, you weren't kidding about over-engineering your badwater solution. Does Muppet Biffa have anything to say about it?
You need 1 floodgate for each water source in order to not over flow leevees and land.
You can build infinitely down.. So for the side Dam construction you could have come fron the top itself building downwards
Love this series ❤
If there is one thing I learned from Oxygen Not Included is that if everything is high priority then nothing is high priority. And there just a bit later in the video apparently you will play some ONI :D
That's what they want you to think, muhahahahaha 😅
Surely it was The Incredibles that taught you that?
Why did you put levees at the top rather than a double floodgate?
I genuinely think my stupidly large "solution" for doing something similar on the valley map is even more over engineered. It's gloriously moronic.
Hey biffa! Much love from Canada!
Can we all go to the dev suggestion box and ask for corner stairs!!!!!!!! 19:18
The staircase mod has them, and there's another mod for ladders.
oh why send badtide that way the other way and back on itself works. also single depth is perfect to flow it off the map. use double flood gates so only goes 1 hogh when closed
1:15 wait the path is connected and it it out of range? did not think that was a thing anymore in this game, wait it can be reach you just need to finish the one before it so it can then be reached
Watching Biffa over-engineer diversion levys when TNT'ing down a channel would have done the same thing.
And I enjoyed it 👍
Hey, the video title says "over-engineering"... you can't say you weren't expecting it... ;)
That, and it's kind of been a theme of this series...
27:41 looks like two beavers on the left, not one
Good Video Biffa 👍
I am looking forward to your next Vids
Thanks 👍
Is it not possible to now send water to the left and create more fertile land, after dynamiting, with a small levy after the new one, you just, built at the top of the map?
The districts is probably my least used and least favorite feature of this game. On maps this size you can just barely not reach the ends.
The triple dynamite would have been better. And you would be better off lining up the floodgates to make sure no bad water fully gets drained
Can’t wait until Biffa finds more mods
if you build a path over the stumps and then delete the path it will remove the stumps! No need to prioritize their removal!
Why use levies instead of 2 level floodgates? Now the water at the top will be trapped indeed, but wont be usable since the floodgate cant be opened to the bottom.🤔
I don't need science anymore... all done
Tripple dynamite would have worked better then double, drop it down and clear it out faster
If u had closed the first flood gate near the water source, wouldn't it have been higher than the source and send the water out of map from the map
Whats the mod you use to pick a bulding and replicate it and build without looking for it in menu?
Eye dropper I think it's called.
@@BiffaPlaysCitiesSkylines Thank you so much
Nice Video!
why cant I find a video that shows how to deal with badwater where the person doesnt get distracted by building so much? I have no idea what to do about badwater
How do you copy buildings?
Pipette mod 👍
Thanks!!
Welcome!