please please please make a separate video on your intuition behind pipes and how you would approve them in different maps! This is genuinely the best Timberborn content on literally anywhere!
LOVE your videos. You take what I want to do in this game, but don't because at that point it becomes work, then you make it a reality. So I get to see it, without making the game my job. Hats off to you! Seriously. You're also great at narration and editing, which is THE skill to master on this medium. Keep this stuff up.
Love all your Timberborn videos, wish there were more of them more often, love your style, and thought processes around them. On the food and water planning, I think from watching Timberborn videos for a while now, that the Beaver's only eat and drink at the start and end of day, coming from their homes, and back to them, so it's best to keep the water and food close to where they sleep. No need to keep food and water out close to the construction site.
That's good to know! I noticed that sometimes they would occasionally get water at the tank and almost never get the food. I'm wondering if there is some extra logic around after hours that forces them to head towards home first. Either way, the food/water at the construction site didn't really pay off (but the other supplies on site really did!)
Zeddic, Just FYI I have watched a ton of Skye and RCE videos and they have done a lot of research. Apparently beavers will never grab food or water far away from their base. I had no idea. I would scatter food and water all over but apparently they only eat and drink from a source close to their home. Even if they are starving. It is ridiculous because you would think they would eat or drink from whatever is closes to them. Just wanted to let you know so you don't waste time and materials and space.
Thanks! I was surprised that they were ignoring it. I did notice the occasional beaver stop for water but didn't look closely enough to see if it was just a hauler.
Dunno if it will help, but with my experience in breeding - working with 5 breeding pods set up one every day at the same time of day (set it up once and forget it) - breeding takes 5 days - so one beaver pops up every day - in that scenario I can tell that having below 7 happiness takes me to stable colony of around 30-35 beavers once initial few rounds go through, then at 7-17 happiness it goes just over 50, then at 17-27 just below 70 beavers - then at 27+ it goes to at least 100 beavers colony - at this poing I have bots, so I don't focus on colony size that much. Those numbers don't jump up from 30 to 50 or 50-70 instantly, but rather with steady growth of happiness comes steady growth of beaver numbers, round by round (round being entire beaver life), spawning only one beaver a day :D I rarely use more than 5 pods, using beaver happiness to control colony numbers instead. Thanks for content, great quality, keep it up!
To put the water from the other source into the dam, since the dam is higher(at least it seems to be), you'll have to seal the whole water source and build a pressurised water diversion(for the bad tides) system with sluices pressurizing the water to the pipe. Or a water tower and an aqueduct, both will be nice to see.
Your videos always been so entertaining and give me so much tips that i never thought to improve my gameplay before. Hearing this episode as i play my own map!
When cutting trees choppers and foresters work in a circle around their post, you should have tree cutters in the center of your new forest not on the outside edge. You added several gear factories and only a couple planks. Need more efficient wood harvesting, along with more plank production. Even if you cut a road through a forest to put lumberjacks on the end, the efficiency gains massively outweigh the lost spaces of the road.
If you want do deliver supplies to your construction workes, you have to put their workstations (builder's huts, hauling posts) out there as well. Otherwise they will finish the single hauling or construction task, return to their post in the main colony and only then decide whether to take on the next task or to quell thirst and hunger.
Loving the series. One question, why are you no putting the large power wheels in the same direction? There is power out on both sides of the wheel. It would save space.
That's a mistake on my part! After this first row I realized they could all be put in the same direction, so the next row of wheels next episode get added in the same direction
I take a pressurized pipe from under the water tank... run it up the center, then 1 tile higher than the water I want, I leave it uncapped.. it throws the water up into the air like a fountain, and keeps the tank full :D
Hey, I've commented on a previous video about getting more power in the same footprint with compact water wheels, then with large water wheels. I did some large scale testing on this map with the same two sources you are planning to use. I've tried to start the channel from the source on a higher level. Did it in an S-shape, occupying the whole width of the terrace in the direction away from the second source. So, I've still managed to squeeze more with compact wheels, but it was not a pleasant experience xD Achieved 44k hp with compact wheels and 1-wide channel vs 38k with large wheels and 2-wide channel. BUT scaling is virtually nonexistent, I had to utilize THREE levels, using platforms to elevate compact wheels in parts with higher water level, adding more means the level rises and you need to rebuild large chunks of the power plant. It turned out to be uglier and more difficult, than I expected. This approach seems valid only if you pre-plan the whole power plant and won't expand it, because expanding means rebuilding the thing xD Because of this I've tried vertical scenario with the same two sources. Length of the structure - on the border of what can digest the flow without overflowing with 1-wide channel. With the same total height compact wheels gave more power, though far from 2 times) Both structures were one wheel wide. TL;DR Compact wheels potentially can give more for the same footprint and for the lower prices, but it is quiet a hustle and have more limitations. P.s. thanks for the inspiration xD Yout videos are awesome!
Nice! That's a big construction effort! I'm been doing some experimentation in a test world with dev mode and have been coming to a similar conclusion (I've got some snippets of this coming up in the next video): the compact wheels worked great as long as the cms was below 4 or 5, but once you try to pump too much water through them they overflow and it becomes an awful mess. Introducing a second floor made it even tricker. The large wheels are way more expensive, but I'm finding the breaking point of the system is much higher since they have a 2 deep channel. The problem is getting the flow of water in a 2-wide channel fast enough for a high cms multiplier. This map has a lot of bad-water outlets. I'm toying with the idea of connecting them all with a pipe and throwing them all through the single power plant to see how power I can get from it!
@@ZeddTheBuilder >Connecting all of them I did this in the mounting map before tinkering with compact wheels at all, with an aqueduct) Including bad tide from water sources. That was more interesting than tuning large-scale compact wheel power plant xD But my favorite power plant yet is multilevel wind farm with Folktails (grav batteries on the perimeter). It is not as power dense and expensive as hell, but it is quiet simple and clean, the easiest scaling, no worries about leaks and where to put bad water pumps. I've also tried to utilize main water sources on the Thousand Islands map for compact wheels, CMS is insane, but feels like a waste because you need 2-3 channels to not hit the height limit and then the channels are still pretty high xD
You should replace some of the small barracks (not the large barracks) with the large rowhouses. Large rowhouses are 2x1 and 4 tall they fit 8 beavers, barracks are 2x3 and 2 tall, they fit 10 beavers.
About putting food storage near work sites. It doesn't work too well because beavers like to vary their food. It would only work if you had warehouses for all the food types you can produce.
12:35 the beaver (with yellow sign) next to (litteraly infront) the beaver you are (cam)following, actually was using the watertower. This is (even) new to me. I guess it has to do with where the last and/or next order/route is coming from/going to. Even "Skye Storme" doesn't put watertowers anywhere on the map anymore other then very near to the houses. as it seems they get there last route to home and only then take a sip of water. but this prooves otherwise. some strange machanics needs to resolved.... it would really help if someone could figure out how it works. keep an eye on it :)
however. even this prooves that they use watertower anywhere most of the beaver drink near their houses. it doesnt make sense to put watertowers elsewhere. also, you dont get any penalty for thirsty beavers. And. they always drink before goiing to bed
you want to have a lot of hulling post that are fully operated by bots. When you do this they can mover everything at night when the beavers are not making more goods. Your beavers will be more productive. I know because I have districts with over 600 beavers.
I'm surprised your PC handles that large of a population! I like the idea of the night runners though: keeps everything stock piled for the next days of work. I do need to start getting more chargers distributed through the city though: I find bots on errands that run low on power and have a long walk back.
Interesting tip I found out watching another YTber, apparently you can place blueprint versions of floodgates(Maybe even sluices?) next to the angled ones and keep them as blueprints, in doing so they will technically connect to each other and benefit from "adjacent levels"
perhaps the beavers are not drinking from local water tank due to it being set to 'obtain' , and some other option also is needed so haulers can bring in water but beavers can take it too
Has anyone tested pressurised pipes causing a flow problem? If you have 4 water sources, pipe it down to 1 and then open it up again, do you have the same 4 units worth on the other side?
I've been doing some testing in a dev world. I've managed to get 16cms compressed into a 1x1 pipe and back up to 16cms on the other side. The downside that I'm seeing is that pipes that involve an upward bend at the end take longer to build up momentum / speed compared to a regular river or aqueduct. In my tests I was seeing maybe another half day to get up to a comparable speed.
I’m worried about there not being enough pressure to turn all those water wheels. You may want to build a water tower around the badwater source to increase the head pressure. At the very least that should get the existing wheels to spin faster.
In Update 6 it looks like they removed water wheels slowing water as it flows through. I've been tinkering with wheels in a dev-mode world and you can take this to a big extreme!
So...could you use dams or somethin like that to block the bad water coruption? And the diagonal slusegate needs to be straight and not disconnected but connect that in a straight line. Like build them in a straight line on the side then when its done demo the old so its not disconected but connected. so you dont have to do all of them manualy.
Funny enough, I've been playing Thousand Islands in my none-recording time! On hard mode it was a pretty brutal start but had lots of fun building options.
Will you block the pipe water source the same way you did with the original? Because if you don't, the water will never get to the tank, it seems to be higher.
Yep! My plan is to cap the source at the top of the rive as well as add a really tall overflow tower. I want the tank in the middle of town to be populated first, then the overflow tower to be triggered so I build up a backup supply.
I cant belive you murderd a bever, sure its a bot but they are THE most important part of your bever village. Sins they do all the dangerus jobs. And this makes me think the reason the bevers are gettin injured is you. Maby not ONLY you but i think you are contributing to the injuries/casualties of the bevers.
You are struggling with the water flow-rate in the current system, perhaps you should have spent all that time piping water from a new source instead? Your two sources are not enough at this point. Frankly I'm confused why you are making pipes under the rivers at all, seems like a waste of time and resources. I would have piped the reservoir next to badwater mesa and used it to exclusively irrigate your farm. Otherwise things are looking good.
This is the best timberborn content on RUclips
Rce is better
@Bacon_XR nah, it started of great but he has started running out of things to do
I like RCE but he can't even survive hard mode 🤫
100% agree
@@Bacon_XRno rce is boring and I hate it because he barely knows how to play the game
The timberborn goat returns to bless us with his presence.
Praise be 🙏🙏
By far and away my favourite Timberborn series. I would watch every day if I could.
please please please make a separate video on your intuition behind pipes and how you would approve them in different maps! This is genuinely the best Timberborn content on literally anywhere!
Best content ever. I come home from school waiting to watch this stuff over and over. Keep up the good work man we love it!
LOVE your videos. You take what I want to do in this game, but don't because at that point it becomes work, then you make it a reality. So I get to see it, without making the game my job. Hats off to you! Seriously. You're also great at narration and editing, which is THE skill to master on this medium. Keep this stuff up.
Just wanted to say for the record I look forward to these videos every week!
I love how different and creative your builds get
Love all your Timberborn videos, wish there were more of them more often, love your style, and thought processes around them.
On the food and water planning, I think from watching Timberborn videos for a while now, that the Beaver's only eat and drink at the start and end of day, coming from their homes, and back to them, so it's best to keep the water and food close to where they sleep. No need to keep food and water out close to the construction site.
That's good to know! I noticed that sometimes they would occasionally get water at the tank and almost never get the food. I'm wondering if there is some extra logic around after hours that forces them to head towards home first. Either way, the food/water at the construction site didn't really pay off (but the other supplies on site really did!)
Zeddic,
Just FYI I have watched a ton of Skye and RCE videos and they have done a lot of research. Apparently beavers will never grab food or water far away from their base. I had no idea. I would scatter food and water all over but apparently they only eat and drink from a source close to their home. Even if they are starving. It is ridiculous because you would think they would eat or drink from whatever is closes to them. Just wanted to let you know so you don't waste time and materials and space.
I should have read all the comments before I just repeated exactly what you said, but I wrote it in a worse way. Nice work commenter. :)
Thanks! I was surprised that they were ignoring it. I did notice the occasional beaver stop for water but didn't look closely enough to see if it was just a hauler.
Breakfast and Zedic, that's how you start a great day. You're amazing mate, keep up the great work!
Dunno if it will help, but with my experience in breeding - working with 5 breeding pods set up one every day at the same time of day (set it up once and forget it) - breeding takes 5 days - so one beaver pops up every day - in that scenario I can tell that having below 7 happiness takes me to stable colony of around 30-35 beavers once initial few rounds go through, then at 7-17 happiness it goes just over 50, then at 17-27 just below 70 beavers - then at 27+ it goes to at least 100 beavers colony - at this poing I have bots, so I don't focus on colony size that much. Those numbers don't jump up from 30 to 50 or 50-70 instantly, but rather with steady growth of happiness comes steady growth of beaver numbers, round by round (round being entire beaver life), spawning only one beaver a day :D I rarely use more than 5 pods, using beaver happiness to control colony numbers instead. Thanks for content, great quality, keep it up!
rip titamor o7
I've been enjoying this series, thanks Zeddic.
Out of everyone that I watch that plays timberborn I like your videos the best
Thank you!
To put the water from the other source into the dam, since the dam is higher(at least it seems to be), you'll have to seal the whole water source and build a pressurised water diversion(for the bad tides) system with sluices pressurizing the water to the pipe. Or a water tower and an aqueduct, both will be nice to see.
Sunday breakfast watching new Zedic upload has become a thing now. Love the vids and waiting to see what you'll do next
When I commented on the last video, I had no idea you were already planning the exact thing I suggested in this episode. xD
Your videos always been so entertaining and give me so much tips that i never thought to improve my gameplay before. Hearing this episode as i play my own map!
When cutting trees choppers and foresters work in a circle around their post, you should have tree cutters in the center of your new forest not on the outside edge. You added several gear factories and only a couple planks. Need more efficient wood harvesting, along with more plank production. Even if you cut a road through a forest to put lumberjacks on the end, the efficiency gains massively outweigh the lost spaces of the road.
If you want do deliver supplies to your construction workes, you have to put their workstations (builder's huts, hauling posts) out there as well. Otherwise they will finish the single hauling or construction task, return to their post in the main colony and only then decide whether to take on the next task or to quell thirst and hunger.
Those big water wheels can give over 1000 hp each if you have a strong enough water source.
Loving the series. One question, why are you no putting the large power wheels in the same direction? There is power out on both sides of the wheel. It would save space.
That's a mistake on my part! After this first row I realized they could all be put in the same direction, so the next row of wheels next episode get added in the same direction
30:00 i had a raised eyebrow in that moment before you pointed it out, yes...lol
I take a pressurized pipe from under the water tank... run it up the center, then 1 tile higher than the water I want, I leave it uncapped.. it throws the water up into the air like a fountain, and keeps the tank full :D
Cant wait for next episode ✨
Hey, I've commented on a previous video about getting more power in the same footprint with compact water wheels, then with large water wheels.
I did some large scale testing on this map with the same two sources you are planning to use. I've tried to start the channel from the source on a higher level. Did it in an S-shape, occupying the whole width of the terrace in the direction away from the second source.
So, I've still managed to squeeze more with compact wheels, but it was not a pleasant experience xD Achieved 44k hp with compact wheels and 1-wide channel vs 38k with large wheels and 2-wide channel. BUT scaling is virtually nonexistent, I had to utilize THREE levels, using platforms to elevate compact wheels in parts with higher water level, adding more means the level rises and you need to rebuild large chunks of the power plant.
It turned out to be uglier and more difficult, than I expected. This approach seems valid only if you pre-plan the whole power plant and won't expand it, because expanding means rebuilding the thing xD
Because of this I've tried vertical scenario with the same two sources. Length of the structure - on the border of what can digest the flow without overflowing with 1-wide channel. With the same total height compact wheels gave more power, though far from 2 times) Both structures were one wheel wide.
TL;DR
Compact wheels potentially can give more for the same footprint and for the lower prices, but it is quiet a hustle and have more limitations.
P.s. thanks for the inspiration xD Yout videos are awesome!
Nice! That's a big construction effort! I'm been doing some experimentation in a test world with dev mode and have been coming to a similar conclusion (I've got some snippets of this coming up in the next video): the compact wheels worked great as long as the cms was below 4 or 5, but once you try to pump too much water through them they overflow and it becomes an awful mess. Introducing a second floor made it even tricker.
The large wheels are way more expensive, but I'm finding the breaking point of the system is much higher since they have a 2 deep channel. The problem is getting the flow of water in a 2-wide channel fast enough for a high cms multiplier.
This map has a lot of bad-water outlets. I'm toying with the idea of connecting them all with a pipe and throwing them all through the single power plant to see how power I can get from it!
@@ZeddTheBuilder
>Connecting all of them
I did this in the mounting map before tinkering with compact wheels at all, with an aqueduct) Including bad tide from water sources. That was more interesting than tuning large-scale compact wheel power plant xD
But my favorite power plant yet is multilevel wind farm with Folktails (grav batteries on the perimeter). It is not as power dense and expensive as hell, but it is quiet simple and clean, the easiest scaling, no worries about leaks and where to put bad water pumps.
I've also tried to utilize main water sources on the Thousand Islands map for compact wheels, CMS is insane, but feels like a waste because you need 2-3 channels to not hit the height limit and then the channels are still pretty high xD
You should replace some of the small barracks (not the large barracks) with the large rowhouses.
Large rowhouses are 2x1 and 4 tall they fit 8 beavers, barracks are 2x3 and 2 tall, they fit 10 beavers.
About putting food storage near work sites. It doesn't work too well because beavers like to vary their food. It would only work if you had warehouses for all the food types you can produce.
Never clicked a video so fast
12:35 the beaver (with yellow sign) next to (litteraly infront) the beaver you are (cam)following, actually was using the watertower. This is (even) new to me.
I guess it has to do with where the last and/or next order/route is coming from/going to.
Even "Skye Storme" doesn't put watertowers anywhere on the map anymore other then very near to the houses. as it seems they get there last route to home and only then take a sip of water. but this prooves otherwise. some strange machanics needs to resolved.... it would really help if someone could figure out how it works. keep an eye on it :)
however. even this prooves that they use watertower anywhere most of the beaver drink near their houses. it doesnt make sense to put watertowers elsewhere.
also, you dont get any penalty for thirsty beavers. And. they always drink before goiing to bed
Each water tank has a limited cue. The larger the tank the bigger que. that many beavers need more tanks.
@@mqx3888you do get penalty for thirst, it slows them down
you want to have a lot of hulling post that are fully operated by bots. When you do this they can mover everything at night when the beavers are not making more goods. Your beavers will be more productive. I know because I have districts with over 600 beavers.
I'm surprised your PC handles that large of a population! I like the idea of the night runners though: keeps everything stock piled for the next days of work. I do need to start getting more chargers distributed through the city though: I find bots on errands that run low on power and have a long walk back.
Interesting tip I found out watching another YTber, apparently you can place blueprint versions of floodgates(Maybe even sluices?) next to the angled ones and keep them as blueprints, in doing so they will technically connect to each other and benefit from "adjacent levels"
That's a good tip! I didn't realize that the gates could sync through a zig-zag pattern like that
@@ZeddTheBuilder For sure! I'm just not entirely sure if it works for Sluices or not haha.
damn u just re-created gaddafi river with that huge pipe system.
22:45 Can control towers be placed on platforms over roads?
perhaps the beavers are not drinking from local water tank due to it being set to 'obtain' , and some other option also is needed so haulers can bring in water but beavers can take it too
You should also add other water sources into the main water system with a pipe
Has anyone tested pressurised pipes causing a flow problem? If you have 4 water sources, pipe it down to 1 and then open it up again, do you have the same 4 units worth on the other side?
I've been doing some testing in a dev world. I've managed to get 16cms compressed into a 1x1 pipe and back up to 16cms on the other side. The downside that I'm seeing is that pipes that involve an upward bend at the end take longer to build up momentum / speed compared to a regular river or aqueduct. In my tests I was seeing maybe another half day to get up to a comparable speed.
I’m worried about there not being enough pressure to turn all those water wheels. You may want to build a water tower around the badwater source to increase the head pressure. At the very least that should get the existing wheels to spin faster.
In Update 6 it looks like they removed water wheels slowing water as it flows through. I've been tinkering with wheels in a dev-mode world and you can take this to a big extreme!
So...could you use dams or somethin like that to block the bad water coruption? And the diagonal slusegate needs to be straight and not disconnected but connect that in a straight line. Like build them in a straight line on the side then when its done demo the old so its not disconected but connected. so you dont have to do all of them manualy.
I'd love to see you try Thousand Islands map on either folktails or ironteeth. One of my favorite maps and also really tough with bad tides
Funny enough, I've been playing Thousand Islands in my none-recording time! On hard mode it was a pretty brutal start but had lots of fun building options.
Put another lumberjack in your new forest at least ;-) I just looked and you are lacking choppers everywhere imo.
Respect
Will you block the pipe water source the same way you did with the original? Because if you don't, the water will never get to the tank, it seems to be higher.
Yep! My plan is to cap the source at the top of the rive as well as add a really tall overflow tower. I want the tank in the middle of town to be populated first, then the overflow tower to be triggered so I build up a backup supply.
👏👏👏👏
Why not make the pipe 3 high? Because I am not sure that all the water will fit trough a 1 by 1 pipe.
Surprisingly, with some tests I found that a 1x1 pipe was able to power over 5 cms flow provided the water had where else to go!
Wouldn't it be easier to use a mechanical pump instead of a pressurized pipe?
I would like you to use at least one mod and that is Ladder.
not enough charging stations? huh, wonder if thats only in timberborn and not other things......
Were you still thinking about implementing multiple districts?
I'm planning on introducing a new district in the next video: I want a construction work camp for bots way up river to start building something new.
I cant belive you murderd a bever, sure its a bot but they are THE most important part of your bever village. Sins they do all the dangerus jobs. And this makes me think the reason the bevers are gettin injured is you. Maby not ONLY you but i think you are contributing to the injuries/casualties of the bevers.
please use dirt insted of levees its so inefficient
You are struggling with the water flow-rate in the current system, perhaps you should have spent all that time piping water from a new source instead? Your two sources are not enough at this point. Frankly I'm confused why you are making pipes under the rivers at all, seems like a waste of time and resources. I would have piped the reservoir next to badwater mesa and used it to exclusively irrigate your farm. Otherwise things are looking good.