I use to dig a 2 deep trench along the map after and during flattening. It connects power at the bottom, serve as a road on top and carry water all around. So useful.
Nice finding! Would you do more tutorials like this? I really wish more people would since I can only find mostly long gameplays... In case you would, I think farming and building ratio would be a good subject!
Have you ever done (or seen anyone else do) any kind of testing on how exactly the windmills work? Like, how do they determine how much power they're producing, do other buildings/levees/ground block wind, is there any way to redirect/increase the wind speed (like placing levees to narrow a river and increase water speed for wheels)? Of all the things in the game, those are the one thing I really don't understand. I build them on hills just in case it helps, but I really can't tell if it does anything. They seem to just generate a random amount of power at any given time, as far as I can tell.
Your last statement is absolutely right.. There is no use in placing Windmills higher up or trying to create a wind funnel. The wind is a static entity throughout the map and its totally random and uncontrollable. So place as many as you can and use as many gravity batteries as you can to store the energy as long as you can.
@@Barthak Well that's a disappointing answer. I mean, don't get me wrong, thank you for answering. But I was really hoping there was some way I could get a good estimate of how much power I can expect them to produce as a consistent power source. I generally plan for them to be good for a little better than half of what they say then can do and that works out, which (now that I think about it) is the average you'd expect from a bunch of die rolls, but I never would have thought it's literally random.
@@jameshill2450 Sorry it wasn't the answer you were looking for; unpredictable winds and all that, but yeah I rather get the Ironteeth Engines for power :p
@@jameshill2450 Working with digital wind simulations is tough. I suspect it is way more complicated to program than the water mechanics the game already has. I suppose the dice roll / static entity approach is both easier to program and can be safely handled by most computers. Complex wind dynamics would be nice if they can program it but for now, keeping them one apart and making large windfarms with Folktails seems like free energy. No wood burning cost like the engines and no need for a worker to sit there. Of course it has to be paired with gravity batteries for consistent output.
There is a video of it, this was done on Twitch and the VOD is here: ruclips.net/video/a3xtRW4BnOs/видео.html If you want, I can make the save game available on Discord?
3:00 disagree here as both have USES! I did not check but each time you change tiles from dry to green, some water is lost, so make sure you control what is green can be important for challenge maps like one with single singular tile water source, (and hard mode), that will leave you squeezing every drop. This might change in future as well, when "green" area might change water lost, so using both versions might become important.
It all depends on your own goal for a map and what you want to accomplish tho. Folk Tails golems still require some farm lands for the biofuel however ;)
@@Barthak thanks, I played irontooth, now on folktails, i made the biofuel but dont know what to do with it yet. I play until I unlock everything and finish longest drought on hard then move on to new map.
@@guyod1 The biofuel is just to feed (and 1 unit per torso to build) the golems, you can also make a reagent with sunflowers to buff golems. Kinda like a biofuel additive
This is super interesting! I was just thinking of building canals with dirt just to have something to do with dirt... This might change my mind.
A tutorial on max population based on number of beaver pods would be useful
I use to dig a 2 deep trench along the map after and during flattening. It connects power at the bottom, serve as a road on top and carry water all around. So useful.
Nice finding! Would you do more tutorials like this? I really wish more people would since I can only find mostly long gameplays...
In case you would, I think farming and building ratio would be a good subject!
I have a few items on my list for short Timberborn videos, I will add your suggestion to the list =]
Thank you for the content
Have you ever done (or seen anyone else do) any kind of testing on how exactly the windmills work? Like, how do they determine how much power they're producing, do other buildings/levees/ground block wind, is there any way to redirect/increase the wind speed (like placing levees to narrow a river and increase water speed for wheels)? Of all the things in the game, those are the one thing I really don't understand. I build them on hills just in case it helps, but I really can't tell if it does anything. They seem to just generate a random amount of power at any given time, as far as I can tell.
Your last statement is absolutely right.. There is no use in placing Windmills higher up or trying to create a wind funnel. The wind is a static entity throughout the map and its totally random and uncontrollable. So place as many as you can and use as many gravity batteries as you can to store the energy as long as you can.
@@Barthak Well that's a disappointing answer.
I mean, don't get me wrong, thank you for answering.
But I was really hoping there was some way I could get a good estimate of how much power I can expect them to produce as a consistent power source. I generally plan for them to be good for a little better than half of what they say then can do and that works out, which (now that I think about it) is the average you'd expect from a bunch of die rolls, but I never would have thought it's literally random.
@@jameshill2450 Sorry it wasn't the answer you were looking for; unpredictable winds and all that, but yeah I rather get the Ironteeth Engines for power :p
@@jameshill2450 Working with digital wind simulations is tough. I suspect it is way more complicated to program than the water mechanics the game already has.
I suppose the dice roll / static entity approach is both easier to program and can be safely handled by most computers. Complex wind dynamics would be nice if they can program it but for now, keeping them one apart and making large windfarms with Folktails seems like free energy.
No wood burning cost like the engines and no need for a worker to sit there. Of course it has to be paired with gravity batteries for consistent output.
I love the look of your buildings at 0:25. Is there a template or video on how to make them?
There is a video of it, this was done on Twitch and the VOD is here: ruclips.net/video/a3xtRW4BnOs/видео.html
If you want, I can make the save game available on Discord?
@@Barthak I'll try to dig through the video first and figure it out. Thanks!
First vid was the time lapse building of the beauty.
is there a difference in seepage ( Water level end minus Water level start) between earth and levees?
if you are talking about water evaporation, that is the same for every block of water at about 0.045 depth per day, no matter the surrounding blocks.
3:00 disagree here as both have USES!
I did not check but each time you change tiles from dry to green, some water is lost, so make sure you control what is green can be important for challenge maps
like one with single singular tile water source, (and hard mode), that will leave you squeezing every drop. This might change in future as well, when "green" area might change water lost, so using both versions might become important.
But what if you placed levees on the bottom of the pool of water.
I bet it would increase the radius even further.
Absolutely, and if you did it with dirt it would have the same effect.
very interesting
Nice i learned something!
Glad to hear!
Can you put dirt on top of other things (levees, platforms or buildings)?
Nope, dirt can only be placed on other dirt blocks
Thanks for info. Not many maps the dirt is useful. By the time you get dirt you dont need more farms because of golems
It all depends on your own goal for a map and what you want to accomplish tho. Folk Tails golems still require some farm lands for the biofuel however ;)
@@Barthak thanks, I played irontooth, now on folktails, i made the biofuel but dont know what to do with it yet.
I play until I unlock everything and finish longest drought on hard then move on to new map.
@@guyod1 The biofuel is just to feed (and 1 unit per torso to build) the golems, you can also make a reagent with sunflowers to buff golems. Kinda like a biofuel additive
I hope one day we can make tunnels.
Although it is still beta, there is a mod you can use
I smell Nederlands
You need to make another one tutorial, bc this one is outdated