One beaver saves the economy - Timberborn: Whitewater #4

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  • Опубликовано: 4 окт 2024
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Комментарии • 22

  • @targetdreamer257
    @targetdreamer257 6 месяцев назад +9

    Good Ol' Jebediah, the back bone of every beaver colony!

  • @lukerobeson9957
    @lukerobeson9957 6 месяцев назад +5

    Def need to unlock the windmills so you can have power during the droughts!
    Also, I would move your water pumps up to the top dam, but upgrade to the large water pumps that pump deeper. This will stop your river from drying up as fast.
    Also, I’d move quick to try and unlock the contamination barriers to line your river with. And also dynamite some 3x3 holes with a fluid dump for when the bad tides come too :) or your crops and tree are going to dry up and die.

  • @emilskukojs3783
    @emilskukojs3783 6 месяцев назад +4

    You may already know this but for anyone else: you can use *R to rotate* buildings and *F to mirror* them

  • @ryanspillane6162
    @ryanspillane6162 6 месяцев назад +2

    Another early (and most of the way until end game), set your work hours to be 18, there isn’t any impact until you have a lot of fun things for them to do

  • @Peatingtune
    @Peatingtune 6 месяцев назад +2

    Water likes to go around your wheels - path of least resistance. If you put one water wheel with levees to either side it forces the water through the wheel and you can get up to 800hp from one. If you have 12 blocks it's like:
    LWWL
    LWWL
    LWWL
    with L representing the levee and W the wheel. Of course if the river is wider you'll need more levies (in which case be careful of flooding after droughts - you might need to raise a small area of embankment by a curve with a few levees, but perhaps not if it's straight).

  • @craigmcfly
    @craigmcfly 6 месяцев назад +2

    On the maps I've tried so far, there has been a clear way of redirecting the badtide away from the settlement, but no idea how I'd tackle it on this map!

    • @ZeddTheBuilder
      @ZeddTheBuilder  6 месяцев назад +3

      I'm thinking of building vertically in front of the water source to get the water up to the height of the cliffs. I could then divert the water back along the cliff face and off the map and in the good season run a river to get water up to the highlands.

  • @ryanspillane6162
    @ryanspillane6162 6 месяцев назад +4

    Can i suggest you get a few haulers, will change your game, eg you only need 2 or 3 water pumps and the haulers will move the water to the tanks so the pumpers can keep pumping rather than them delivering the water to the tank themselves..
    A good option is set it to 10 beavers but lowest priority, so then any new kids that grow up will automatically go in there.. other way and is my preference is to use your science huts as lowest and have a few extra so as people grow up or die you don’t need to manage the jobs as much

    • @ZeddTheBuilder
      @ZeddTheBuilder  6 месяцев назад

      Good idea! In the next video I just ran into this - way too much time was lost with my manufacturers lugging stuff around instead of producing. I like the idea of setting the haulers as a lower filler priority.

  • @garlucimo
    @garlucimo 6 месяцев назад +4

    Just subscribed to you! Wish you luck on building your channel, looks great so far! Just started posting videos to mine recently as well. Cheers

    • @ZeddTheBuilder
      @ZeddTheBuilder  6 месяцев назад

      Thanks @garlucimo - good luck to you too!

  • @mattknowler4769
    @mattknowler4769 6 месяцев назад +1

    Just subbed. Really enjoying this series

  • @MarcCastellsBallesta
    @MarcCastellsBallesta 6 месяцев назад

    Yes, we're enjoying it!

  • @000622477
    @000622477 6 месяцев назад

    You can cheese the bad water at the water source by using floodgates that are taller than the water source and just shut the flood gates. When the bad tide starts. All the bad water will flow out behind the water sources

    • @ryanspillane6162
      @ryanspillane6162 6 месяцев назад +2

      Nope, that doesn’t work, but good thinking. Imagine there is an invisible wall above the source blocks

    • @Cool-kaiden
      @Cool-kaiden 2 месяца назад

      Its does work 😅

    • @familhagaudir8561
      @familhagaudir8561 Месяц назад

      It won't overflow outside the map directly above source blocks. You have to block high and wide enough for it to overflow left and right of the source blocks. So it's possible, but quite some work on this Canyon map for early game.

  • @thesolarfutureenthusiast1102
    @thesolarfutureenthusiast1102 6 месяцев назад +2

    What happens if you build a dam just in front of the water source?
    Does it flow back over itself and leave the map?

    • @ZeddTheBuilder
      @ZeddTheBuilder  6 месяцев назад +3

      From what I understand the open squares above a water source count as invisible walls that will keep the water in the map. However, if you were to dam up the source high enough that the water level hit an open square that was not above a water source, I _think_ it would flow backwards off the map.

    • @familhagaudir8561
      @familhagaudir8561 Месяц назад

      @@ZeddTheBuilder Correct. Dam high enough to force it to overflow right and left of the source blocks' invisible wall.
      I wonder if the invisible wall will be extended sideways in an update to prevent the eazy cheezing.

  • @donarnold2249
    @donarnold2249 6 месяцев назад

    Good luck 👍 on your first 1000 subs August 15th I'm guessing 😊