Thanks for the mention:) with drought length and handicap I've been testing this recently and I think it counts each event. So a handicap of 10 is 10 droughts not 10 cycles, so the bad tides you've had extend it out a bit.
I'm commenting early, so if you've already done things by the end of the episode...oops/oh well. I would caution against depending the river right next to the colony. With the easy you've got the slice set up to empty into there from your mega reservoir your don't really need extra water in that area. Deeper water doesn't irrigate any more and the irrigation effect will recede if the water level drops. And for the number cruncher water wheels, just a reminder that one bad water discharge makes power up there completely permanent.
the way your current badwater diversion is set up, it will take a long time for the clean water to flush out the bad water at the dam, and because your good cycles will be pretty short, you'll waste a lot of "good water".
@@IXSVI To be fair, if it's a short badtide and he still has a decent reservoir, it'll be pretty diluted by the time it reaches his colony. Two back to back, that'll suck... on the other hand, if he's smart, once his reservoir drains of goodwater, he'll open the sluice he said he'd get rid of and later said he'll just leave that as a path for all the badwater to drain while the main colony sluice is shut. Then, goodwater season, the remaining bit of badwater will be diluted fast (two days or so to reach under 5% I bet) and he can resume sending it through his colony.
I got a slightly different version of this map, was trying to get the same one but whatever. Anyway the small source added enough water in my reservoir to overflow it even with me letting some flow for free power. That'd be fine except it was a bad tide. The extra water overflowed the banks because I had set the floodgates to 1 beforehand to maximize water retention. My whole colony got flooded with badtide. 8 infected in a colony of 30. I was able to scrape together 2 medical beds with what I had in storage..that was almost run ending lol....
@ I did forget about the emergency sluice. Good point. Is still think it would be beneficial to tighten up the system for the 100 day droughts or bad tides. Just to be more efficient if that’s all.
59:55 You should invest in dynamite next to blast a proper diversion channel at the three lakes, as your current setup will foul your biggest reservoir and take forever to clean itself out. You don't have enough dynamite for it right now but getting started producing dynamite right away will let you fill up during the next temperate cycle and ideally finish it before the next badtide.
One way to absolutely speed up those long range builds is to put some small piles within at least 20 tiles. The closer the better. Unlike water or food where they will walk all the way back across the map to take a drink or eat. For whatever reason they will prioritize small stacks or storages most of the time if it’s super close to the job site.
This and emberpelts have to be 2 of my favorite video series you have done. Keep up the good work. Would like to see the beavers eventually living top side with the entire canyon flooded... maybe a stretch/end goal Please set up some Quality of Life things or the Log Pumpers Union is going on strike
Gday, "Fumbling", as you phrased it is half the entertainment. Keep up the awesome content. Idea for consideration would be to move farmhouses and maybe storage into the river to free up land using platforms. I do understand the 50% resource debuff is quite a cost to pay.
Its been a few episodes now to see those buildings underwarter inside the dam 😂. I would love it to be demolished. The progress is looking great. Would love to see those well-being to go up next episode. Beavers need some relaxation after their hard work ❤❤😂
3:00 don't forget to turn off the "close above height" setting on those sluices (edit: only took 40 more minutes) 8:40 You actually don't want that river to be deeper. Depth does not affect evaporation rate (units of water/height lost per day), it only affects evaporation _time_ (how long it takes to go from full to empty). However, if the top block of the river is fully empty, irrigation range will be reduced, meaning you have less area to work with. You'll still want fluid dumps. All making it deeper will do is give you a few extra days of partial irrigation, at the cost of an extra bit of time to start irrigating again after the temperate season starts. 1:01:50 yeah, that's what we feel after watching Matt
Move your colony on top of the mountain. You can farm there with 3x3 basins. Build farms or forester on top of the water to save space. Build the colony on top of water to save space.
@56:59 While you are talking, I'm noticing the beavers travelling across the river (to and from the second tall ladder that was built) in a horrible and suboptimal way. Some platforms are needed for them to move across the river quickly than having to swim.
@@dragade101 he made a zig-zag path & never noticed It I guess, just solving this would shorten the path quite much & reduce travel time now that he's gonna use this for all of the access to the other side of the dam.
Great video as always! I hope we get to see the upper area become self sustaining as a district soon - they can farm, grow trees, process corn and planks with free water power, and pump water. Not too many beaver jobs to set it up at this point. It's unused green land and would really increase the beaver capacity.
Commented on 13 and then realized you posted 14 (this one) yesterday, whoops! In addition to what i mentioned on the last episode, I wanted to suggest two things - one, put a second large storage on top of the corn storage and use ladders to connect them, down at your fields - two, consider using overhangs to build storages on top of your crops (yes, it works)
Another great episode, hard to believe we were one levee away from a bad water disaster a few episodes ago. Though I did worry that gaping hole in the dam would cost you but thankfully a shortish drought. I’d abandon the thoughts of that other dam project near D7 and instead think of damming somewhere to have a supply of bad water instead as I feel that will be your next requirement for dynamite etc. Also perhaps put in some industry downstream of town for temperate seasons to use water power when you can?
@07:56 That is smart to be feeding and watering the beavers near their sleeping arrangements. (I would be curious when a beaver is done with their job and looking to feed and water theirself, would they naturally path back to the nearest food and water stores? If so, long distant jobs would benefit from a satellite food and water stocks; keeping their movement speed up.)
Yes, it works. The only caveat is food, but pantry mods fixes it. If you have a food storage for less types of food, that you have in general, they will be walking far to get what they want at the time. Plus storages have limits for queues, and for small storages it is a couple of beavers, IIRC. So you can get a situation, when several beavers are hungry/thirsty, but the queue for the closest storage is full and they have to go far, even though there is some food/water left. BTW unlike bots, beavers do not get speed penalty on negative well-being, they can only lose bonus speed. But you will reduce downtime for them to get food/water anyway, obviously. All I want to say - it is not as critical as for bots.
for the well being, one trick you can use is ti. construct all the aesthetics and wellbeing items (which can be covered by double platforms ) on the barracks and then continue adding barracks on top. that way youll get benefits from shrubs, statues, lanterns, etc. on all subsequent barracks as well
First things to do on next episode : 1. Pause/deprioritise the inventors, 2. Pause the lumberjacks who don’t have any tree to cut. 3. Unpause the other 2 gear factories, make a medium storage for gear somewhere followed by a large pile for plank. 4. Demolish the bridge that hasn’t been built yet & fill with levees.
Some Short Term Goals (must do all): 1) Finish holes in the various dams Long Term Goal (pick as many or few as you want): 1) Fix storage and production buildings. You have ladders and the ability to increase your farmland while improving how few haulers you actually need 2) Work on direct BDS, at the source 3a) preload the upper district with needed materials if you wish to accept: 3b) Since you have spent the science, start up the number cruncher - tech into badwater discharge covers. Even if you only can only do one of those 4, that’s constant flow for the water wheels. 4) Maybe start the upper district again
2:15 You CAN get a sleuth to convey more water than that if you do a little water folding right before it.. I do that on huge map, with all the water sources into one, and it only takes 2 sleuth's to move it :D 6:50 Ooooooh! me like that mod! 31:15 that small green square there... Would be perfect for COFFEE.. And that'd be about all the coffee you need forever lol ... but.. now that water is set... it's time to get the second sector back up and running... let's call it... OVERDAM... cuz it's up there.... over the big dam ;)
I'd recommend placing a 2 high flood gate and replacing the 2 stacked levees next to the bridge by the badwater diversion - it's near the corner by the ladder. This would give you 2 more edges for the water to fall off and help with overflow issue until you have a chance to finish the rest of the levees by the sources. Great to see the progress so far!
I had an interesting thought. With the long badtide /droughts, you get a lot of nice farmable land inside the river bed after it dries out. Google says 1 full block evaporates after 22 days. In a 100 day drought that gives you 78 days to play with farming inside the river. A very unique to this challenge situation.
I’d like to see the development tree for dynamite being started in preparation for addressing the 3 main water sources. That 27 days was a gift so use it wisely 😂. Personally I think there’s scope to quickly improve well being and get into high teens with the science you already have and a bit more diversification of food. Whatever you decide, looking forward to it!
27:38 OR! You could build a single platform 1 tile away from the river bank, unlock the 3x3 metal plate and build a Water storage on it. You can still dynamite the river bed around the pillar(s), but considering how irrigation mechanics work, you will loose a lot of irrigated land when the water level drops more than 1 tile. Better to build levees along the shore and have like an inland waterway. The irrigation floodgates could be replaced with automated sluices. And you’d probably wont have to worry about dying crops ever again.
A suggestion for your massive levees: If you have a sluice (or series of, depending on flow rate) at the bottom and the same number of dams at the very top, it allows you to fill up to about 0.65 of the height of the top block and automatically overtops downstream without flooding the sides of your reservoir. It's better than a sluice at the top because a sluice can only be all or nothing. And it's better than a floodgate because you can walk overtop of it. The sluice at the bottom allows a constant level to be released during droughts (although I assume those will want to be shut off for the super long droughts). Great series! I'm enjoying the insanity.
17:13 If you increase well-being, your population will probably grow a little bit, because you'll have the same birthrate, with a longer lifespan. You might want to build some decorations, they are relatively cheap and have no cost to their well-being boost. And I still recommend you building the numbercruncher up there. And another thing that might be a good idea is to start working on connecting your power grid using shafts. You can do it as a low priority project that you slowly avance while working on other stuff at the same time.
The upstream sluice is set to 0.95 which was the level of your dam crossing so it wouldn't overflow. You've made the dam higher, but the auto sluice is still 0.95 so it wont fill up any more. You need to set it to 2.95 as of 55 minutes, and can set it higher as the dam gets completed
at this ponit i say focus on the large colony. and if you dont want to move the industrial area up to the dry spot.You could instead build a 3x3 water dump to grow more trees up there
GG. In the riverbed near the small pond with the Water Dump, there is a loop of the path that can be cut off. This will shorten the path (a little) to the ladders to the upper district.
Speaking of well-being since showers don't consume any water you could easy squeak in a few spare showers between the pumps just wherever there's an opening. A platform and some shrubs and braziers aren't particularly hard to invest in either.
especially when you have more food types, you should think about putting those pantries all over. There's no reason a beaver should have to cross the map to get food if you're doing building projects all around. The huge tanks are good for bulk storage, but think about small/medium takes around the make it quicker and easier for working beavers to get a drink
Leave it on 3 times speed please. You're in a fine position at this point. There is no reason to be running at single speed. For everything you accomplished this episode it really wasn't much for the length of video. Can't wait for the next episode!
I think you're going to want to find a good way of quickly flushing badwater out before the first dam, or you may end up wasting a lot of clean water after your next badtide. Personally, I would love to see you moving all of your barracks, food storage, and industry up to the dry area where all your main water storage is. Then you can dedicate some more of the ariable land to crop variety, without having to reduce any of the corn you're currently relying on. Gives a bit of a safety net. And of course, some more wellbeing stuff would be nice. At this stage, I think decorations & monuments are safer, since they don't take any work to maintain, but still offer a nice bonus.
57:45 That's because the game counts "Cycles" of a drought/badtide handicap based on how many times you've experienced it. You've had a few badtides so those don't count towards the 10 droughts before the handicap is fully gone. That said 27 days is obscenely lucky, I think just about the minimum.
I honestly cannot believe you made it to stable. Nice work! Odd that handicap still applied, maybe it's the last cycle because cycle 1 is weird and special?
Please straighten the underwater path next to the farms' water dump. The beavers are wasting time with each supply trip up to the top of the dam by taking a needlessly long swim.
You could easily put the numbercruncher at the badwater river and glue an engine to it which you can turn on during droughts (if you need science). Even without an engine that's 10x the science, minimum 20% of the time, more like 50%. At ZERO labor and log cost after it's built. Not to mention a single Badwater Discharge would give it constant uptime but that's a ways off. Regardless, sticking it up there is a great set and forget that would allow you to turn off your inventors indefinitely. You can even build the entire stretch of waterwheels you'd need now because it's a drought.
I know it'll be a big pain, but moving all the industry up to where you have your water storage could be good for making more space down below. Other than that, I would recommend going dynamite, because it will allow you to deepen the ravine around your DC, as well as building the channel.
@08:40, who said the river needs to be deeper lol. Platforms and levels could allow your river to hold more water whilst keeping the lowest water nearer to the crop's ground level. When people deepen their river 3 metres and they are complaining how hard it is to grow crops (cause the water level keeps dropping below 1 m from growing level; they do it theirselves, this kind of punishment)
Please do put log piles close to where you build. This will accelerate building time alot. Also planks and other stuff near building places. Better be haulers hauling then your builders hauling half of the stuff all that long way.
Your open plank storage is probably in the other district area. That's my thinking at least. And I would really like a diversion of the bad water bc I'm terrified that all the water will be contaminated.
You may want to work on building a dam closer to the water source, to make it easier to divert bad water, and making the supply in the river of good water larger.
As some commenters noticed - your badwater diversion will be awfully slow at cleaning up. You REALLY need to have badwater outlet as close to the dam as possible. With the current setup I think it would take 3+ days to lower contamination to an acceptable, but still very high level. And don't be shy to set "Close *above* contamination level" for the first dam like 10-15% (or even higher). You can set next ones to lower levels, if you want redundancy. It will dilute downstream very effectively just because of the volume difference. Tried on my playthrough - it made things much better even with the bad water outlet being close to the first dam. Just keep "Close *below* contamination level" for the bad water outlet low, lower then 5% for sure.
Can you replace the 1 high water gates that water your farmland to sluces, then they will only run out of water if there is no water left rather than them drying out and you don’t notice
I vote priority to be reservoir completion and bad water diversion to make sure the reservoirs are not contaminated. Box around the mine and then divert off the map.
Since the pantry mod didn't work well for you, you should at least put a small tank and small warehouse of corn rations near far flung work sites so that they can get a sip and some corn nuts after work.
i would like to see the Emberpelts on this map work on food and water maybe bad water discharge so you can run the waterwheels all the time and get to the mine later
I agree that long-term industry should be moved upstairs, but I don't think now is the time just yet. You can, however, be super greedy and maximize crop space. To hit 12 happiness, it'd be good to try planting cassava or dare I say eggplant+canola In a general sense JC you tend to be modest about land consumption and while it often works out for you now is the time to be super greedy and fill the entire space by the district center with cropland.
4:05 What if you rerouted that water source and brought to towards your upper colony and.... have it fill up that place just below the upper .75 water source that would be a great place for growing Mangroves! (with a few levees and dams to prevent overflow) I find that, when you have a distant construction project, you should set up food and drink either on site or at least half way between your colony and your construction site. "Only 27 Days!?" Your a masochist! ;) I think you should prioritize the upper reservoir while doing SOME sustainability improvements in the background.
✴️✴️✴️ you probably could have finished the large dam if you had done the bridge trick across the the entire top ( you max priority the bridges & columns of levees that support the bridges, & 2nd highest priority the levees under bridges) ... Or to avoid micromanaging build bridges 1 unit above top of dam ..... Also: please at least count if it would be cheaper to use levees & water source ability to pump upward to just shove badwater up & directly to closest map edge from those 3 ( strength 2 water sources) .. either with or without grouping them.
You’re playing with iron teeth, don’t they have the building to force open the bad water sources during droughts? If so why not do it so you can use the number cruncher forever (and maybe for your industry needs?) I forgot those need dynamite, don’t they. My bad 😅
❓❓✴️✴️ maybe connect POWER from the double engine group of factories to the houses, then you could connect the power up top & below, then it'd be easier to share engine power
Paying logs and labor to get science all the time instead of getting it free most of the time is the dumbest thing you've ever done. Hard core mode isnt fast, thats the whole point
Thanks for the mention:) with drought length and handicap I've been testing this recently and I think it counts each event. So a handicap of 10 is 10 droughts not 10 cycles, so the bad tides you've had extend it out a bit.
@DisTurbedSimulations video of his play through is great - I recommend ;)
I'm commenting early, so if you've already done things by the end of the episode...oops/oh well.
I would caution against depending the river right next to the colony. With the easy you've got the slice set up to empty into there from your mega reservoir your don't really need extra water in that area. Deeper water doesn't irrigate any more and the irrigation effect will recede if the water level drops.
And for the number cruncher water wheels, just a reminder that one bad water discharge makes power up there completely permanent.
the way your current badwater diversion is set up, it will take a long time for the clean water to flush out the bad water at the dam, and because your good cycles will be pretty short, you'll waste a lot of "good water".
I’m waiting for that catastrophe
If it doesn’t get fixed I’m fairly certain it will end the run or he panics and just dumps bad water down through the colony.
@@IXSVI To be fair, if it's a short badtide and he still has a decent reservoir, it'll be pretty diluted by the time it reaches his colony. Two back to back, that'll suck... on the other hand, if he's smart, once his reservoir drains of goodwater, he'll open the sluice he said he'd get rid of and later said he'll just leave that as a path for all the badwater to drain while the main colony sluice is shut. Then, goodwater season, the remaining bit of badwater will be diluted fast (two days or so to reach under 5% I bet) and he can resume sending it through his colony.
I got a slightly different version of this map, was trying to get the same one but whatever. Anyway the small source added enough water in my reservoir to overflow it even with me letting some flow for free power. That'd be fine except it was a bad tide. The extra water overflowed the banks because I had set the floodgates to 1 beforehand to maximize water retention. My whole colony got flooded with badtide. 8 infected in a colony of 30. I was able to scrape together 2 medical beds with what I had in storage..that was almost run ending lol....
@ I did forget about the emergency sluice. Good point. Is still think it would be beneficial to tighten up the system for the 100 day droughts or bad tides. Just to be more efficient if that’s all.
52:51 your forgetting when the dam is finished they can grab the planks from the very top...
59:55 You should invest in dynamite next to blast a proper diversion channel at the three lakes, as your current setup will foul your biggest reservoir and take forever to clean itself out. You don't have enough dynamite for it right now but getting started producing dynamite right away will let you fill up during the next temperate cycle and ideally finish it before the next badtide.
One way to absolutely speed up those long range builds is to put some small piles within at least 20 tiles. The closer the better. Unlike water or food where they will walk all the way back across the map to take a drink or eat. For whatever reason they will prioritize small stacks or storages most of the time if it’s super close to the job site.
This and emberpelts have to be 2 of my favorite video series you have done. Keep up the good work.
Would like to see the beavers eventually living top side with the entire canyon flooded... maybe a stretch/end goal
Please set up some Quality of Life things or the Log Pumpers Union is going on strike
Gday, "Fumbling", as you phrased it is half the entertainment. Keep up the awesome content. Idea for consideration would be to move farmhouses and maybe storage into the river to free up land using platforms. I do understand the 50% resource debuff is quite a cost to pay.
I really appreciate your great content!! Thank you once again!
Its been a few episodes now to see those buildings underwarter inside the dam 😂. I would love it to be demolished.
The progress is looking great. Would love to see those well-being to go up next episode. Beavers need some relaxation after their hard work ❤❤😂
Hoping to see explosives in the next episode :) Never thought it was even possible to make it this far! Amazing work.
I'd say for sure try and get that bad tide diversion setup
3:00 don't forget to turn off the "close above height" setting on those sluices (edit: only took 40 more minutes)
8:40 You actually don't want that river to be deeper. Depth does not affect evaporation rate (units of water/height lost per day), it only affects evaporation _time_ (how long it takes to go from full to empty). However, if the top block of the river is fully empty, irrigation range will be reduced, meaning you have less area to work with. You'll still want fluid dumps. All making it deeper will do is give you a few extra days of partial irrigation, at the cost of an extra bit of time to start irrigating again after the temperate season starts.
1:01:50 yeah, that's what we feel after watching Matt
Move your colony on top of the mountain. You can farm there with 3x3 basins. Build farms or forester on top of the water to save space. Build the colony on top of water to save space.
@56:59 While you are talking, I'm noticing the beavers travelling across the river (to and from the second tall ladder that was built) in a horrible and suboptimal way. Some platforms are needed for them to move across the river quickly than having to swim.
It is because the actual path isn't straight.
Also swimming doesn't slowdown beavers.
@@hasanmahmud8602
Yes I'm aware they are choosing to swim over the path and the path is not a straight path, shore to shore.
@@dragade101 he made a zig-zag path & never noticed It I guess, just solving this would shorten the path quite much & reduce travel time now that he's gonna use this for all of the access to the other side of the dam.
Great video as always!
I hope we get to see the upper area become self sustaining as a district soon - they can farm, grow trees, process corn and planks with free water power, and pump water. Not too many beaver jobs to set it up at this point. It's unused green land and would really increase the beaver capacity.
Commented on 13 and then realized you posted 14 (this one) yesterday, whoops! In addition to what i mentioned on the last episode, I wanted to suggest two things - one, put a second large storage on top of the corn storage and use ladders to connect them, down at your fields - two, consider using overhangs to build storages on top of your crops (yes, it works)
Just catching up, thanks for another great episode!
Loving this, JC. Whatever goes for me.
Another great episode, hard to believe we were one levee away from a bad water disaster a few episodes ago. Though I did worry that gaping hole in the dam would cost you but thankfully a shortish drought.
I’d abandon the thoughts of that other dam project near D7 and instead think of damming somewhere to have a supply of bad water instead as I feel that will be your next requirement for dynamite etc.
Also perhaps put in some industry downstream of town for temperate seasons to use water power when you can?
@07:56 That is smart to be feeding and watering the beavers near their sleeping arrangements. (I would be curious when a beaver is done with their job and looking to feed and water theirself, would they naturally path back to the nearest food and water stores? If so, long distant jobs would benefit from a satellite food and water stocks; keeping their movement speed up.)
Yes, it works. The only caveat is food, but pantry mods fixes it. If you have a food storage for less types of food, that you have in general, they will be walking far to get what they want at the time. Plus storages have limits for queues, and for small storages it is a couple of beavers, IIRC. So you can get a situation, when several beavers are hungry/thirsty, but the queue for the closest storage is full and they have to go far, even though there is some food/water left.
BTW unlike bots, beavers do not get speed penalty on negative well-being, they can only lose bonus speed. But you will reduce downtime for them to get food/water anyway, obviously. All I want to say - it is not as critical as for bots.
for the well being, one trick you can use is ti. construct all the aesthetics and wellbeing items (which can be covered by double platforms ) on the barracks and then continue adding barracks on top. that way youll get benefits from shrubs, statues, lanterns, etc. on all subsequent barracks as well
First things to do on next episode :
1. Pause/deprioritise the inventors,
2. Pause the lumberjacks who don’t have any tree to cut.
3. Unpause the other 2 gear factories, make a medium storage for gear somewhere followed by a large pile for plank.
4. Demolish the bridge that hasn’t been built yet & fill with levees.
Some Short Term Goals (must do all):
1) Finish holes in the various dams
Long Term Goal (pick as many or few as you want):
1) Fix storage and production buildings. You have ladders and the ability to increase your farmland while improving how few haulers you actually need
2) Work on direct BDS, at the source
3a) preload the upper district with needed materials if you wish to accept:
3b) Since you have spent the science, start up the number cruncher - tech into badwater discharge covers. Even if you only can only do one of those 4, that’s constant flow for the water wheels.
4) Maybe start the upper district again
2:15 You CAN get a sleuth to convey more water than that if you do a little water folding right before it.. I do that on huge map, with all the water sources into one, and it only takes 2 sleuth's to move it :D 6:50 Ooooooh! me like that mod! 31:15 that small green square there... Would be perfect for COFFEE.. And that'd be about all the coffee you need forever lol ... but.. now that water is set... it's time to get the second sector back up and running... let's call it... OVERDAM... cuz it's up there.... over the big dam ;)
your under water path on the upstream side is quite unoptimized.Thanks for good content!
I'd recommend placing a 2 high flood gate and replacing the 2 stacked levees next to the bridge by the badwater diversion - it's near the corner by the ladder. This would give you 2 more edges for the water to fall off and help with overflow issue until you have a chance to finish the rest of the levees by the sources. Great to see the progress so far!
I had an interesting thought. With the long badtide /droughts, you get a lot of nice farmable land inside the river bed after it dries out. Google says 1 full block evaporates after 22 days. In a 100 day drought that gives you 78 days to play with farming inside the river. A very unique to this challenge situation.
I’d like to see the development tree for dynamite being started in preparation for addressing the 3 main water sources. That 27 days was a gift so use it wisely 😂. Personally I think there’s scope to quickly improve well being and get into high teens with the science you already have and a bit more diversification of food. Whatever you decide, looking forward to it!
I keep looking at the map as the Waterbeaver's map and thinking "If we really need more water, just build more aquifer pumps, you got the power"
27:38 OR! You could build a single platform 1 tile away from the river bank, unlock the 3x3 metal plate and build a Water storage on it. You can still dynamite the river bed around the pillar(s), but considering how irrigation mechanics work, you will loose a lot of irrigated land when the water level drops more than 1 tile.
Better to build levees along the shore and have like an inland waterway. The irrigation floodgates could be replaced with automated sluices. And you’d probably wont have to worry about dying crops ever again.
A suggestion for your massive levees: If you have a sluice (or series of, depending on flow rate) at the bottom and the same number of dams at the very top, it allows you to fill up to about 0.65 of the height of the top block and automatically overtops downstream without flooding the sides of your reservoir. It's better than a sluice at the top because a sluice can only be all or nothing. And it's better than a floodgate because you can walk overtop of it. The sluice at the bottom allows a constant level to be released during droughts (although I assume those will want to be shut off for the super long droughts).
Great series! I'm enjoying the insanity.
We had a chill episode in Apocalypse mode? Incredible progress!
1:01:00 straighten out paths, especially in the water near the dam closest to town on the upstream end, will speed up the dam construction
17:13
If you increase well-being, your population will probably grow a little bit, because you'll have the same birthrate, with a longer lifespan.
You might want to build some decorations, they are relatively cheap and have no cost to their well-being boost.
And I still recommend you building the numbercruncher up there.
And another thing that might be a good idea is to start working on connecting your power grid using shafts. You can do it as a low priority project that you slowly avance while working on other stuff at the same time.
The upstream sluice is set to 0.95 which was the level of your dam crossing so it wouldn't overflow. You've made the dam higher, but the auto sluice is still 0.95 so it wont fill up any more. You need to set it to 2.95 as of 55 minutes, and can set it higher as the dam gets completed
at this ponit i say focus on the large colony. and if you dont want to move the industrial area up to the dry spot.You could instead build a 3x3 water dump to grow more trees up there
B.E.A.R.D. WHEEL FOR THE WIN!!
GG. In the riverbed near the small pond with the Water Dump, there is a loop of the path that can be cut off. This will shorten the path (a little) to the ladders to the upper district.
I still like calling it the Merry Go Round, but I do understand why you went with the BEARD wheel.
When do we get t shirts for it? 😂
Beaver Deceiver. looks like a merry go round, but they are deceived into working
@Drexos17 Exactly!
Speaking of well-being since showers don't consume any water you could easy squeak in a few spare showers between the pumps just wherever there's an opening.
A platform and some shrubs and braziers aren't particularly hard to invest in either.
we can also do multi story storage like barracks right ? then the space around the food and industry can be used well
especially when you have more food types, you should think about putting those pantries all over. There's no reason a beaver should have to cross the map to get food if you're doing building projects all around. The huge tanks are good for bulk storage, but think about small/medium takes around the make it quicker and easier for working beavers to get a drink
23:30 hurray, path straightening!
Leave it on 3 times speed please. You're in a fine position at this point. There is no reason to be running at single speed. For everything you accomplished this episode it really wasn't much for the length of video. Can't wait for the next episode!
I think you're going to want to find a good way of quickly flushing badwater out before the first dam, or you may end up wasting a lot of clean water after your next badtide.
Personally, I would love to see you moving all of your barracks, food storage, and industry up to the dry area where all your main water storage is. Then you can dedicate some more of the ariable land to crop variety, without having to reduce any of the corn you're currently relying on. Gives a bit of a safety net.
And of course, some more wellbeing stuff would be nice. At this stage, I think decorations & monuments are safer, since they don't take any work to maintain, but still offer a nice bonus.
57:45 That's because the game counts "Cycles" of a drought/badtide handicap based on how many times you've experienced it. You've had a few badtides so those don't count towards the 10 droughts before the handicap is fully gone.
That said 27 days is obscenely lucky, I think just about the minimum.
18:34 sluice is set to close above downstream depth of 0.50. that should be off no?
I honestly cannot believe you made it to stable. Nice work! Odd that handicap still applied, maybe it's the last cycle because cycle 1 is weird and special?
End of video screen, the mouse was just hovering on a path looping around trees that are no longer there. 😅
Please straighten the underwater path next to the farms' water dump. The beavers are wasting time with each supply trip up to the top of the dam by taking a needlessly long swim.
@41:44 there's a gap in the top ~4 layers of the dam wall that is gonna leak
You could easily put the numbercruncher at the badwater river and glue an engine to it which you can turn on during droughts (if you need science).
Even without an engine that's 10x the science, minimum 20% of the time, more like 50%. At ZERO labor and log cost after it's built. Not to mention a single Badwater Discharge would give it constant uptime but that's a ways off.
Regardless, sticking it up there is a great set and forget that would allow you to turn off your inventors indefinitely. You can even build the entire stretch of waterwheels you'd need now because it's a drought.
👍
I know it'll be a big pain, but moving all the industry up to where you have your water storage could be good for making more space down below. Other than that, I would recommend going dynamite, because it will allow you to deepen the ravine around your DC, as well as building the channel.
@08:40, who said the river needs to be deeper lol. Platforms and levels could allow your river to hold more water whilst keeping the lowest water nearer to the crop's ground level.
When people deepen their river 3 metres and they are complaining how hard it is to grow crops (cause the water level keeps dropping below 1 m from growing level; they do it theirselves, this kind of punishment)
Please do put log piles close to where you build. This will accelerate building time alot.
Also planks and other stuff near building places. Better be haulers hauling then your builders hauling half of the stuff all that long way.
10:42 about your concern for the power generation during drought, don’t forget we Iron teeth have badwater discharge!
Your open plank storage is probably in the other district area. That's my thinking at least.
And I would really like a diversion of the bad water bc I'm terrified that all the water will be contaminated.
You may want to work on building a dam closer to the water source, to make it easier to divert bad water, and making the supply in the river of good water larger.
As some commenters noticed - your badwater diversion will be awfully slow at cleaning up. You REALLY need to have badwater outlet as close to the dam as possible. With the current setup I think it would take 3+ days to lower contamination to an acceptable, but still very high level.
And don't be shy to set "Close *above* contamination level" for the first dam like 10-15% (or even higher). You can set next ones to lower levels, if you want redundancy. It will dilute downstream very effectively just because of the volume difference. Tried on my playthrough - it made things much better even with the bad water outlet being close to the first dam. Just keep "Close *below* contamination level" for the bad water outlet low, lower then 5% for sure.
Can you replace the 1 high water gates that water your farmland to sluces, then they will only run out of water if there is no water left rather than them drying out and you don’t notice
25:49 You should put dam blocks on top of either of those dams, that would allow excess water to flow over them and not flood the ground around them.
I vote priority to be reservoir completion and bad water diversion to make sure the reservoirs are not contaminated. Box around the mine and then divert off the map.
💓😱🦫 ... exciting 🤞 (full version of "Airborne Empire' is out!) 🤗
Could put platforms over the river and put some storage there.
NUMBERCRUNCHER NOOOOOOO
17:30 ... "Catch 22" is what you're looking for I think 🤔
For me the biggest annoyance are all those little flooded storages at the very bottom of the water reservoir what does not have any access for now
Underwater storage can be 😁😁😁emptied, but not filled 😳😳😳
17:25 you gotta spend beavers to make beavers!
Since the pantry mod didn't work well for you, you should at least put a small tank and small warehouse of corn rations near far flung work sites so that they can get a sip and some corn nuts after work.
i would like to see the Emberpelts on this map work on food and water maybe bad water discharge so you can run the waterwheels all the time and get to the mine later
Which mod has the trending indicators?? TYIA 😊
Goods Statistics is the name of the mod
I accidentally deleted all my maps, I can't find this one again on mod io. What's the name of the map?
lemon canyon i believe
☠☠🦫🦫☠☠
Me for one would love to see a bit of a focus in well-being
I agree that long-term industry should be moved upstairs, but I don't think now is the time just yet.
You can, however, be super greedy and maximize crop space. To hit 12 happiness, it'd be good to try planting cassava or dare I say eggplant+canola
In a general sense JC you tend to be modest about land consumption and while it often works out for you now is the time to be super greedy and fill the entire space by the district center with cropland.
4:05 What if you rerouted that water source and brought to towards your upper colony and.... have it fill up that place just below the upper .75 water source that would be a great place for growing Mangroves! (with a few levees and dams to prevent overflow)
I find that, when you have a distant construction project, you should set up food and drink either on site or at least half way between your colony and your construction site.
"Only 27 Days!?" Your a masochist! ;)
I think you should prioritize the upper reservoir while doing SOME sustainability improvements in the background.
1:00:00 I vote for the Dr. Kudzin bad water bypass to be the next big project
I spilled sulfur on my phone
That is a completely brand-new sentence
@JCTheBeard 🐸
Are you doing a chemistry project ❓
@@ehoffmeister8160 prepping the materials for others to do experiments
Rename the lake district the Lemon Grove Memorial in honor of our Waterbeaver struggles
I think now you’re in the position to focus on wellbeing:)
✴️✴️✴️ you probably could have finished the large dam if you had done the bridge trick across the the entire top ( you max priority the bridges & columns of levees that support the bridges, & 2nd highest priority the levees under bridges) ... Or to avoid micromanaging build bridges 1 unit above top of dam ..... Also: please at least count if it would be cheaper to use levees & water source ability to pump upward to just shove badwater up & directly to closest map edge from those 3 ( strength 2 water sources) .. either with or without grouping them.
You’re playing with iron teeth, don’t they have the building to force open the bad water sources during droughts? If so why not do it so you can use the number cruncher forever (and maybe for your industry needs?)
I forgot those need dynamite, don’t they. My bad 😅
@0:05:26, dont be bashful. That was spanking good.
Do not forget to unpause the foresters...
❓❓✴️✴️ maybe connect POWER from the double engine group of factories to the houses, then you could connect the power up top & below, then it'd be easier to share engine power
As sad as I am to see "community fun wheel" not win, I have to admit that B.E.A.R.D Wheel is better
I want to see you playing in 3x speed.
You are just playing in 1x to strage this series long.
A fool builds industry and storage on prime farm land
Paying logs and labor to get science all the time instead of getting it free most of the time is the dumbest thing you've ever done. Hard core mode isnt fast, thats the whole point