Here are my other videos about efficient buildings in Timberborn 6 Extra Efficient Buildings for Iron-Teeth ruclips.net/video/-l_D2JqGLk8/видео.html , 3 Impressive Efficient Building ruclips.net/video/Qeu4i4CjC3w/видео.html , 3 Extra Efficient Buildings ruclips.net/video/wqzQRUmMH5M/видео.html
9:10 If you put the doors to the production across from each other you can do just two warehouses. The power can be transported through the workshop to the other side via just one power shaft.
@6:30 If you place both doors to the bakeries next to the central walkway you can place a small warehouse in the gap between the bakeries to store flower. Additionally you could place a small pile at the top of the stairs behind the bakery for log storage. Love your designs. They have helped me out in a lot of my playthroughs.
9:20 I would suggest flipping the buildings so that you mirror the doors to each other and then just use a single power shaft to connect your industrial buildings directly between each other.
@@itszeeeti Sorry... You know how you can use the [F] key to flip a building so the door is on the opposite side? If you flip the gear workshops before placing them, their doors will be directly across from the lumbermill doors. This way you can connect the two buildings with one power shaft between them - none of the doors will be blocked - and you will no longer need to use an entire extra row of platform space just for a power shaft.
@@brianmiller1077 But he's already making a dead end by building the power shafts across the end of the path to get to the other building anyway. There is no point in building a ramp over the power shafts because there aren't stairs down the other side - and there's little reason to build an extra set of stairs down the other side either. There is a reason we design neighborhoods with cul-de-sacs instead of making every street a through street.
3:08 That awkward path on the bottom could be avoided. Move the ground floor stairs two spaces forward, so it's directly under the other stairs. You aligned it to the center but it really shouldn't be there, it should be aligned to the stair column.
I have 2 issues with your builds. First, with the pile stack, you don't need platforms on each layer, you can place the over hang directly above the pile. This gives you twice as many piles in the same amount of space. Yes there is clipping at the door way but that gets covered up by the pile above it so it's not an issue. Second, on the farm builds, your farms are loosing a ton of range being on the over hangs. By my count your farmers are walking 11 squares before they reach a plant. that is HALF their total range. When you clicked on the farm of the wheat build, the range didn't reach the last couple rows on the field you have, The mixed farm build is even worse. It's 15 or 16 squares to get to the field. You're only reaching 5 or 6 plants into that field. Does that even reach the potatoes? Keep your farms on the ground or on there own over hangs that are just one stair way up. Or just stick with the classic farm on top of a medium warehouse. If you want to have some fun with the last one, dynamite the warehouse and a stairway out into the ground and put the farm on top. Your other stuff can stay on the over hangs, but it could be laid out a lot better. So I guess that's 3 issues.
Game won't let you build overhang above large pile without a platform. That was a miss by me. It would be a simple fix just by moving farmhouse to the first bakery
I think it is more efficient to at least half sink pure storage into the ground and fully sink storage under production at ground level. It is better to have the beavers travel less stories overall than have them travel four stories one way (1:10). Instead if the final plan is to have just four stories it would be better to have two underground that way it is only a two story trip one way. I think your designs look cool and I like how compact they are but from a logistical perspective they make the beavers walk quite a distance for what you are intending it to do.
i love it so well thought out . would you consider making a couple residential hub types :1 work/home hybrid one pure homes and maybe a max happyness hub(as in all the possible things to help them close by : teeth sharpener, pool, entertainment entertainment deck and anything else that makes happier beavers
@ I agree. In my last 10 runs of this game I had a lot of fun tackling the challenge of the pathing up cliffs and obstacles with the vanilla stairs. My last run I wanted to test a new race though, so I got the Ember Pelts mod (which is amazing, I highly recommend!), and the mod came with curved stairs and vertical ladders. Once you start using those, it is SO LIBERATING! I think the vanilla game should at the very least add curved stairs, as they help a lot on its own. The Ladders are a bit OP, but damn they are so handy. Perhaps simply making the ladder be made of Steel so to balance it would be a fair trade off if they ever add it to vanilla too.
@@thaliatherasdotter9175 I agree I probably don't think the base game should come with ladders, as it might take away from the "intended gameplay". But maybe it could be a faction specific building? Basically somewhat like the ember pelts that is a mod currently. It feels like the ember pelts should be part of the base game haha.
@ Definitely. The Ember Pelts feel very vanilla. They got their own crops, their own food recipes and unique materials, plus a very nice mechanic of hating water, which makes you want to AVOID getting their fur wet. I think with a few tweaks here and there, they could easily become a vanilla faction. If the game developers are willing to add them of course. As for ladders and stairs, I'd go with: Curved Stairs for all factions, just a tad more expensive in planks, as they are very handy but not quite OP, working just like the straight stairs but curved. The Ladders.... Well, I think they could be a unique faction thing, but I feel like it would be better to make ladders available to everyone but VERY EXPENSIVE. Like, make it cost 10 steel and 5 Pine Resin. Something hard to get, so you can't spam the ladders, but can use them on very specific spots.
Here are my other videos about efficient buildings in Timberborn 6 Extra Efficient Buildings for Iron-Teeth ruclips.net/video/-l_D2JqGLk8/видео.html , 3 Impressive Efficient Building ruclips.net/video/Qeu4i4CjC3w/видео.html , 3 Extra Efficient Buildings ruclips.net/video/wqzQRUmMH5M/видео.html
9:10 If you put the doors to the production across from each other you can do just two warehouses. The power can be transported through the workshop to the other side via just one power shaft.
Thats an idea!
@6:30 If you place both doors to the bakeries next to the central walkway you can place a small warehouse in the gap between the bakeries to store flower. Additionally you could place a small pile at the top of the stairs behind the bakery for log storage. Love your designs. They have helped me out in a lot of my playthroughs.
small warehouse and small pile are great ideas. Glad you like my designs :)
Excellent buildings and ideas! Keep the coming, please!😁
Thank you! Will do!
9:20 I would suggest flipping the buildings so that you mirror the doors to each other and then just use a single power shaft to connect your industrial buildings directly between each other.
Im going to be honest, i dont understand what you mean.
@@itszeeeti Sorry... You know how you can use the [F] key to flip a building so the door is on the opposite side? If you flip the gear workshops before placing them, their doors will be directly across from the lumbermill doors. This way you can connect the two buildings with one power shaft between them - none of the doors will be blocked - and you will no longer need to use an entire extra row of platform space just for a power shaft.
That does make a dead end. If you combine the flip and itszeeti's ideas you could build a ramp over the powerline
@@brianmiller1077 But he's already making a dead end by building the power shafts across the end of the path to get to the other building anyway. There is no point in building a ramp over the power shafts because there aren't stairs down the other side - and there's little reason to build an extra set of stairs down the other side either. There is a reason we design neighborhoods with cul-de-sacs instead of making every street a through street.
3:08 That awkward path on the bottom could be avoided. Move the ground floor stairs two spaces forward, so it's directly under the other stairs. You aligned it to the center but it really shouldn't be there, it should be aligned to the stair column.
Thats a good idea!
I have 2 issues with your builds.
First, with the pile stack, you don't need platforms on each layer, you can place the over hang directly above the pile. This gives you twice as many piles in the same amount of space. Yes there is clipping at the door way but that gets covered up by the pile above it so it's not an issue.
Second, on the farm builds, your farms are loosing a ton of range being on the over hangs. By my count your farmers are walking 11 squares before they reach a plant. that is HALF their total range. When you clicked on the farm of the wheat build, the range didn't reach the last couple rows on the field you have, The mixed farm build is even worse. It's 15 or 16 squares to get to the field. You're only reaching 5 or 6 plants into that field. Does that even reach the potatoes? Keep your farms on the ground or on there own over hangs that are just one stair way up. Or just stick with the classic farm on top of a medium warehouse. If you want to have some fun with the last one, dynamite the warehouse and a stairway out into the ground and put the farm on top. Your other stuff can stay on the over hangs, but it could be laid out a lot better. So I guess that's 3 issues.
Game won't let you build overhang above large pile without a platform.
That was a miss by me. It would be a simple fix just by moving farmhouse to the first bakery
I think it is more efficient to at least half sink pure storage into the ground and fully sink storage under production at ground level. It is better to have the beavers travel less stories overall than have them travel four stories one way (1:10). Instead if the final plan is to have just four stories it would be better to have two underground that way it is only a two story trip one way. I think your designs look cool and I like how compact they are but from a logistical perspective they make the beavers walk quite a distance for what you are intending it to do.
Thats a good solution too. Never thought about building "underground"
He’s back!
Haha, you know it!
What a coincidence! I was searching for layouts just today!
You wont believe this but i do have few more videos like this one
i love it so well thought out . would you consider making a couple residential hub types :1 work/home hybrid one pure homes and maybe a max happyness hub(as in all the possible things to help them close by : teeth sharpener, pool, entertainment entertainment deck and anything else that makes happier beavers
Thats a good idea. Will see what i can do
Get the Ladder mod, dude. It makes your like SO MUCH easier when building vertically. I gave it a try and I can't go back to vanilla
But the esthetics of stairs are so nice, and who doesn't like a look pathing challenge for this. :)
Still a good tip tho. :P
I wanted this to be without mods.
@ I agree. In my last 10 runs of this game I had a lot of fun tackling the challenge of the pathing up cliffs and obstacles with the vanilla stairs.
My last run I wanted to test a new race though, so I got the Ember Pelts mod (which is amazing, I highly recommend!), and the mod came with curved stairs and vertical ladders. Once you start using those, it is SO LIBERATING!
I think the vanilla game should at the very least add curved stairs, as they help a lot on its own. The Ladders are a bit OP, but damn they are so handy. Perhaps simply making the ladder be made of Steel so to balance it would be a fair trade off if they ever add it to vanilla too.
@@thaliatherasdotter9175 I agree I probably don't think the base game should come with ladders, as it might take away from the "intended gameplay". But maybe it could be a faction specific building? Basically somewhat like the ember pelts that is a mod currently. It feels like the ember pelts should be part of the base game haha.
@ Definitely. The Ember Pelts feel very vanilla. They got their own crops, their own food recipes and unique materials, plus a very nice mechanic of hating water, which makes you want to AVOID getting their fur wet. I think with a few tweaks here and there, they could easily become a vanilla faction. If the game developers are willing to add them of course.
As for ladders and stairs, I'd go with:
Curved Stairs for all factions, just a tad more expensive in planks, as they are very handy but not quite OP, working just like the straight stairs but curved.
The Ladders.... Well, I think they could be a unique faction thing, but I feel like it would be better to make ladders available to everyone but VERY EXPENSIVE. Like, make it cost 10 steel and 5 Pine Resin. Something hard to get, so you can't spam the ladders, but can use them on very specific spots.
Great blueprint, super easy to adapt to the ladder mod.
Btw gotta say I'm curious on what map you have used.
absolutly! map is Empire of the sky
Very neat designs. But they could be enhanced with mods, like Ladders and Flywheels.
Mods would make everything better, i wanted to make this without mods
which map is these?
I also would like to know
This map is called Empire of the sky and is on steam workshop
This map is called Empire of the sky and is on steam workshop
Sorry, but not efficient at all.
Yes, very efficient