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You didn't see an up tick of your kohlrabies is because your beavers can't even get to the newly planted ones before the ones closest to the farm are ready to harvest. Need to add another farm house or two. Super excited for this new series!
because the harvesting is so much more time consuming than the planting, too, you can aim for around at 2:1 ratio of harvesting prioritized to planting prioritized if you really want to maximize efficiency.
Couple of suggestions: - You will need Haulers, they make all the other jobs work better :) - Water storage near each of the fluid dumps to reduce the walking time by the water dump beaver. - More Farmers, as others have already pointed out, the crop field is bigger but the distance that the farmers can harvest in a timely manner with Kohlrabi is pretty small, especially with no haulers. - More invention huts, there were beavers without a job when you paused the industrial area during the drought.
Haulers are at the moment not needed for the farm, as all the beavers are eating directly out of the farmhouse, and nothing is moved to the warehouse. When we finally get a surplus of kohlrabi, sure. I think the water pump(s) can benefit most at the moment.
Looks good. Regarding kohlrabies - they grow so quickly that two beavers (with zero working speed buffs) can only farm about a 7x7 grid. The will plant whatever you allow, but anything beyond that is wasted space. You can increase this with well being, additional harvesters, and longer shifts.
Build a tampershack ,get the resin,process it treated planks and then put the irrigation barrier before badtide. I'm looking forward to mega build and timelapse (^^) gg
Farmhouses are not as efficient as in Folktales.. you need probably 2x for each one in Folkstale clan. That is why they do not process them so quickly.. Also an idea for bad tides. take one of four paths, put levies along it to cut it in 1/2 then use gates with automat to divert them, that way you will always have good water in the path, ... still eager to see your solution. As for the water dumps automation.. (will admit be cool to have some of that in vanila).. once you unlock .. (had to launch Timberborn just to recall its name.. hehe) platforms, direct path between all 4. if the AI selects saem beaver for all 4, then that poor beaver is spending too much time walking then using the pumps..
I’m so excited to see you playing on this map! 🤩 I’d seen someone else start on it when update five was brand new with the previous version, so it’s really cool to see what you’ve done to make the map more compatible with badwater and your own gameplay!
I'm gone without internet for the weekend, and immediately I'm 3 videos behind ... so as usual, ignore any advice which was already implemented. → 47:00 "I find it funny how we still only have 7 kohlrabies despite tripling or quadrupling the amount that we've planted here" - Your farmers were not keeping up with harvesting it all before you tripled or quadrupled it (a part of the field was never harvested) - adding more fields won't improve the situation. (From a efficient land use perspective, you want almost all of the crops being in the "growing" phase, not in the "ready to harvest" one. From beaver labor efficiency perspective, it's shifted a bit towards "always something ready to plant or harvest", but you still don't need "most of the field" for that.) You need a second farmhouse near this field (possibly on the opposite side, for walking efficiency). It might become a bit better when their productivity grows due to well-being, but I think a second one will be needed for quite a while.
Seems like this will be an interesting map to watch. Have you made the map available to download by others? I enjoy trying the same maps as you to see how we diverge over time. Also I'm fairly new to the game so the comparison give me lots of ideas.
The original map creator reached out and asked if they could re-create my changes and make it available for download as a variant on mod.io. You should be able to find it there!
I've played normal irontail a lot. You need 4 harvesting and 1 planting (3 farmhouses) for the first 2 crops. Get the big storage for crops in sooner than later to get a big buffer before the colony jumps in size more.
suggestion for you. you should extend the path by your industrial area by one so you can connect it to the path next to your planks storage. Right now the far lumber mill has quite a ways to walk to get to the storage.
Looking at the district center from a distance at the end...all I can picture is sort of a stepped pyramid out of levies, dams, platforms, and bushes with the center on top, and the water spawners somewhat hidden within it...
I have to Costco today So its nice to relax and mentally prepare before hand withe smooth sultry velvety sounds of JC Also please send me good vibes Costco is loud
Costco is indeed quite the sensory overload. But I always find solace in the incredible value of the $1.50 Hot Dog/Pepsi combo. Stay strong, my friend.
I think the kohlrabi stock is low because the farmers can't farm fast enough. Crops are grown but never harvested. I'm not sure, but if you look at the farmers and ther movement pattern, it might help moving the farmhouse to the middle of the fields. Or just build more farmhouse when you have some spare beavers.
The bad water grew on me after the first couple of badtide cycles. It's a very different mechanic for sure but I think it ends up adding to the game more than it detracts. Thanks for watching! 😎
Quick question, if i am not mistaken wasn't there suppose to be a end video on series 11 and 13 where there is a time laps from beginning of end of the transformation with you maybe talking about the build?
You are correct on series 11. Series 13, no, because mods weren't updated when I started. But the timelapse for series 11 is approximately 1500 individual photos that I have to put in the correct order (because I messed them up by trying to be smart 😂) and then run through a renaming script and then put into my video editing software. It would have been done by now but, well, 1500 is a LOT of photos 😂😂😂
Have you tried a minimal amount of beavers game? I suppose the idea would be to see how large of a civilization you could build on minimal amount of beavers?
Hey! Awesome! Someone is using my map! I love the water source redesign, too. It makes a lot of sense. Would you allow me to add your version to my "view other versions" tab? I'd give you credit, of course. Can you do me a solid and pin a link?
If you haven't yet, please take my 2023 Community Survey to give me feedback on the state of the channel and the possibility of future opportunities!
forms.gle/dRjuiK91b1C5twy2A
You didn't see an up tick of your kohlrabies is because your beavers can't even get to the newly planted ones before the ones closest to the farm are ready to harvest. Need to add another farm house or two. Super excited for this new series!
because the harvesting is so much more time consuming than the planting, too, you can aim for around at 2:1 ratio of harvesting prioritized to planting prioritized if you really want to maximize efficiency.
And path length still factors into it as well.
Couple of suggestions:
- You will need Haulers, they make all the other jobs work better :)
- Water storage near each of the fluid dumps to reduce the walking time by the water dump beaver.
- More Farmers, as others have already pointed out, the crop field is bigger but the distance that the farmers can harvest in a timely manner with Kohlrabi is pretty small, especially with no haulers.
- More invention huts, there were beavers without a job when you paused the industrial area during the drought.
Haulers are at the moment not needed for the farm, as all the beavers are eating directly out of the farmhouse, and nothing is moved to the warehouse. When we finally get a surplus of kohlrabi, sure. I think the water pump(s) can benefit most at the moment.
The castle wall style details are called Crenellations.
Thank you!
Looks good. Regarding kohlrabies - they grow so quickly that two beavers (with zero working speed buffs) can only farm about a 7x7 grid. The will plant whatever you allow, but anything beyond that is wasted space. You can increase this with well being, additional harvesters, and longer shifts.
For bad tides make floodgates on first gap before the first wall so bad water goes straight down and keep good water on the sides,
Have you been sneaking a peek at my notes??
Oooooooh, this has a lot of potential, looking forward to it!
Been catching up on your older stuff glad I can catch the live beginnings of a new map.
Thanks for watching!
I would like to see a mega beaver apartment skyscraper Thanks for episode JC
There are several very large buildings planned... We shall see what is possible
Oh look. Controlled chaos!!
iron beaver + mega build = GIGABEAVERS!!
Build a tampershack ,get the resin,process it treated planks and then put the irrigation barrier before badtide.
I'm looking forward to mega build and timelapse (^^) gg
In your previous series, you asked us to offer suggestions.
I suggested a symmetrical play through.
And wow! Did I get it!
😊
I do listen, usually 😂
35:45 I'm happy with you speeding up or skipping repetitive things like selecting single trees for cutting
Farmhouses are not as efficient as in Folktales.. you need probably 2x for each one in Folkstale clan. That is why they do not process them so quickly..
Also an idea for bad tides. take one of four paths, put levies along it to cut it in 1/2 then use gates with automat to divert them, that way you will always have good water in the path, ... still eager to see your solution.
As for the water dumps automation.. (will admit be cool to have some of that in vanila).. once you unlock .. (had to launch Timberborn just to recall its name.. hehe) platforms, direct path between all 4. if the AI selects saem beaver for all 4, then that poor beaver is spending too much time walking then using the pumps..
Water diverting will be a big part of our plan...
planted more, but havent added more farmers, so finished crops just sittin in the fields
Yeah, we'll pick those up next time with more farmers
I’m so excited to see you playing on this map! 🤩 I’d seen someone else start on it when update five was brand new with the previous version, so it’s really cool to see what you’ve done to make the map more compatible with badwater and your own gameplay!
I'm gone without internet for the weekend, and immediately I'm 3 videos behind ... so as usual, ignore any advice which was already implemented.
→ 47:00 "I find it funny how we still only have 7 kohlrabies despite tripling or quadrupling the amount that we've planted here" - Your farmers were not keeping up with harvesting it all before you tripled or quadrupled it (a part of the field was never harvested) - adding more fields won't improve the situation. (From a efficient land use perspective, you want almost all of the crops being in the "growing" phase, not in the "ready to harvest" one. From beaver labor efficiency perspective, it's shifted a bit towards "always something ready to plant or harvest", but you still don't need "most of the field" for that.) You need a second farmhouse near this field (possibly on the opposite side, for walking efficiency). It might become a bit better when their productivity grows due to well-being, but I think a second one will be needed for quite a while.
NEW series, Yahoo. need to add in thre cho-cho's to add a train loop along the outside of the map. :)
Once the choo choo mod is fully working in update 5!
Seems like this will be an interesting map to watch.
Have you made the map available to download by others?
I enjoy trying the same maps as you to see how we diverge over time.
Also I'm fairly new to the game so the comparison give me lots of ideas.
The original map creator reached out and asked if they could re-create my changes and make it available for download as a variant on mod.io. You should be able to find it there!
I've played normal irontail a lot. You need 4 harvesting and 1 planting (3 farmhouses) for the first 2 crops. Get the big storage for crops in sooner than later to get a big buffer before the colony jumps in size more.
Can't wait to see this mega build
I believe the word you were looking for was "Ramparts"
An Ironteeth Mega Build should include a hideous gravity battery behemoth.
suggestion for you. you should extend the path by your industrial area by one so you can connect it to the path next to your planks storage. Right now the far lumber mill has quite a ways to walk to get to the storage.
Looking forward to this series it's a good change from what you regularly do
I'm excited! Never tried a mega build before and I think it'll be a lot of fun. Thanks for watching 😎
Im excited for this map!
Should be a very fun time. Wood will be a challenge once we actually start building since there's not a ton of arable land...
was gonna mention that the little lag spike caused you to not set the 3rd fluid dump correctly, but you caught it upon adding the hour offset
Looking at the district center from a distance at the end...all I can picture is sort of a stepped pyramid out of levies, dams, platforms, and bushes with the center on top, and the water spawners somewhat hidden within it...
Let’s go! i needed something to complete Skye’s series cause I can’t get enough of this content
you are correct on the power consumption of the lumber mills between factions
Good to know!
New series 10/10 👍
Interested to see this mega build 💪
Maybe you need a second farm (harvest/gather) to make collecting crops faster?
Storage Mr Beard storage should be your focus to create back ups for the population expansion
I have to Costco today
So its nice to relax and mentally prepare before hand withe smooth sultry velvety sounds of JC
Also please send me good vibes
Costco is loud
Costco is indeed quite the sensory overload. But I always find solace in the incredible value of the $1.50 Hot Dog/Pepsi combo.
Stay strong, my friend.
@@JCTheBeard had polish sausage, mt dew, and a cheese slice
Helped me decompress after
I think the kohlrabi stock is low because the farmers can't farm fast enough. Crops are grown but never harvested. I'm not sure, but if you look at the farmers and ther movement pattern, it might help moving the farmhouse to the middle of the fields. Or just build more farmhouse when you have some spare beavers.
More farms coming soon!
Honey, JC made a new video!
"I read all of my comments"
This man is insane
Certified 😂
No but seriously, I actually read all of them
Ostriv 5.4 v.?
Short video coming out later today!
This is such a perfect map for OCD happy buildings stuff! can't wait to see more and complain about it 😆
Looks good! Love the videos! I'm not a big fan of the bad water update, but it's interesting how you work with it.
Stay frosty!
The bad water grew on me after the first couple of badtide cycles. It's a very different mechanic for sure but I think it ends up adding to the game more than it detracts. Thanks for watching! 😎
Crenulations? Cranulations?
Quick question, if i am not mistaken wasn't there suppose to be a end video on series 11 and 13 where there is a time laps from beginning of end of the transformation with you maybe talking about the build?
You are correct on series 11. Series 13, no, because mods weren't updated when I started. But the timelapse for series 11 is approximately 1500 individual photos that I have to put in the correct order (because I messed them up by trying to be smart 😂) and then run through a renaming script and then put into my video editing software. It would have been done by now but, well, 1500 is a LOT of photos 😂😂😂
@@JCTheBeard i see, I think it'll be worth it, kinda like a director's cut lol
Have you tried a minimal amount of beavers game? I suppose the idea would be to see how large of a civilization you could build on minimal amount of beavers?
You didn’t increase the work priority of the fluid dump in the “pine forest”, only the build priority btw! :)
Good catch! We'll fix that next time
This is gonna be fun… and calling it:- laggy😂
I also am updating my rig.. new mobo, 5900x am5. 128 gig😅
Sticking to the 3080 tuf oc.
Oh it sure is gonna be laggy. When I put the 5900x in there and see if it can spool up to 5GHz or so, we might be okay...
It might be a good idea to get windmills as quickly as possible you are at the top of the map as far as the mountain is concerned
I'm not sure they're height-dependent, but it's also worth noting that the Iron Teeth don't have windmills. Only water wheels and engines.
@@JCTheBeard I didn't know they don't have windmills
Mega build the frog statue, then and only then will the Megabuild be complete
The spectre of the mega frog will haunt me forever, won't it
Hey! Awesome! Someone is using my map! I love the water source redesign, too. It makes a lot of sense. Would you allow me to add your version to my "view other versions" tab? I'd give you credit, of course. Can you do me a solid and pin a link?
Absolutely, that's totally fine. I can upload it to mod.io tonight or if you have another preferred method to send it, we can make it happen
@@JCTheBeard I hit you up on your Discord channel. Thanks again!
🐸!
🐸
🐸
twas me, with the offset 😉