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I always imagined that there was one of them Open/Closed shop door signs dangling beside the wheel so if a beaver had to go "to work" out of desperation or a punishment, the fella in charge would flip the sign accordingly. Culture demands that the "wheeler" is forbidden from flipping the sign themselves.
Someone should make a mod that adds the wheel of shame as a separate custom building so Matt can use the regular wheel in the early game without having to shame the beavers that are saving the colony.
@@xX_NeXus_Xx It was briefly during like season two or something. Then he completely forgot and started yelling "Shame!" at _any_ beaver that works in one even if there was no reason to.
I want to thank Matt because in my 27 almost 28 years of living, I’ve had so many people mispronounce my name. Teachers, coworkers friends. Never have I ever heard it the way he said it in this 20:35. It’s hilarious 😅😅😅😅 Also blessed to be sitting where the Beavels once performed. 😌
Matt! it is not necessery to migrate your beavers. They populate every open sleeping space as long well-being is good, food and water are there in abundance, and at least 2 beavers are left. Build more shelters and you will get more population eventually.
@@SickNastyyy He still built 4 Lodges for his 15 beavers. So it is either miticulous micromanagement or building 4 Lodges knowing one has capacity for 15 beavers. Otherwise homelessness reduces well-being again.
The point of migrating them is to remove the children from their parents so that the parents will have another child. Otherwise, they will stay with their one child until it has reached adulthood, and they will not reproduce until then.
Pretty sure people told him this last video too and he mentioned that he records a couple of videos at the time, so I think he's aware and we just haven't caught up to it yet.
This scarce placement of shelters drives me nuts as well. And steadily pausing and unpausing tasks. build up a decent population and then have everything working at once - it's suppose to be self sufficient.
One thing to asd that is potentially very obvious but beavers don't make babies if they have too long working shifts I use that to my advantage if i still have a half struggling colony in hard mode when bad tides hit. Currently i can house 26 beavers at max but i drive it down a bit to 18-20 to be able to survive the lack of water. Can't wait until my mega reservoir is done so i can pump water from there. It's at least partially finished now, leaving green space around ir which im using to my advantage: I can now grow trees more properly during bad tides! (Im playing with folk tails on the terraces map on hard)
Matt! Folktail beavers will populate open housing spots with enough well-being. The higher well-being is, the faster I would assume it goes. So just take care of your beavers, and the population will eventually fix itself. You also badly need to get yourself a forester so you can re-plant the berries you'll lose during the bad-tide.
Yeah to me one of the most important things he should of been doing last episode was a forester he has very little wood so he needs to get the trees replanted.
@@twell1984yeah I’ve never played this game, but the first time he grew the berries I was like you could’ve planted these the whole time?? He’s let so many just sit and be dead 😅
16:50 yes its like multi-tasking, holding a conversation with yourself about what you are doing while puns and jokes with full-on entertaining focus, and playing a game well enough
I am not a 100% sure but i think it was that pink faction from the mod he played a while back, i think that was where he is getting it. Edit: Upon going back and reviewing that Video, i am pretty sure its where he was getting that idea, but still a little off. The Pink Faction was the one with all the waterproof buildings (lodges, tapper's shack, builder's lodge, etc.) but not the warehouse.
16:59 No joke about needing a lot of brainpower. I do security system installs. you know actually teaching people how to use their new alarm systems. One of my companies sales reps said i should try to make content online, because all he's heard from customers and management is "oh he's great" "he's the best technician we have when it comes to activations". I just laughed in his face. It takes more than just being charismatic to succeed with online content. You have to be charismatic, and you have to be entertaining.
They can hook up at someone else's house. All you need to get more beavers is an empty bed in any house. I also love that he thinks a building with no walls is water tight. Also I know you don't release these the same day you record them but man it's so funny/painful to watch the same mistake over and over. Love your awesome work keep it up!
I really don't think that space in barracks have anything to do with births. I definitely had barracks full of beavers and have some new born after I build new ones. Also, you should experiment with water dumps. Placing 4 levies in a + without a center (you know, so there is a hole), putting a water dump and some stairs can very easily allow you to hydrate land, and water evaporates rather slowly from just one tile - and when it does, you can just assign a beaver to come over and fill it up again. With this you can completely move farming away from the rivers to make space for industrial stuff powered by water wheels. Would recommend.
I do also think reach was nerfed. I used to want to have a 3 deep river to keep most of my usable land green during droughts and now everything but the river dries out once you get that deep. My last play through, i had to readjust my thinking and utilize a lot more waterways under paths with a fluid dump in order to keep my crops watered during bad tides and droughts. I also feel like i remember there being an irrigator for emergencies that would keep a store of water and slowly seep it into the ground in a not super large area, but i haven't seen it so it either got moved to the iron teeth or was removed entirely
Matt still hasn't understood that he doesn't need to do the migration thing -.-' Also, he still hasn't built a forester... He will soon run out of wood...
@@wansichen3743 I could forgive that one since I also like to start working on anti-badtide measures early. But i at least wait until i have the basics secured. RCE though has neglected to secure the most basic ressource. Wood. He will pretty soon have to fast forward several days with nothing to do but research while waiting for trees to mature.
@@tranquilthoughts7233 You definitely want to at least plan ahead for badtides, if you don't then having to rework your waterworks to accommodate them can be an incredible pain.
Surprisingly the first Bad Tide on this map really isnt a total disaster. Theres only one water source in that second area across the river from the start, so it takes quite a while for the dilute poo water to build up in pootensity enough to kill everything around that small lake.
You can focus on the original water supply. I noticed on other RUclipsrs had a Bad water and a Fresh water mixed and it didn't kill everything. It just had a diminished growth radius. Also you can still pump fresh water from bad water its just the efficiency drops but if you need fresh water you can still get it get some from bad water. There are bad water barriers which blocks the poisoning effect. But you do need platforms because you can’t build stuff on the barriers, though you can put a platform over it.
He built the irrigation barriers in the last season IIRC, while they do stop the poison effect of the bad water, they also prevent clean water from irrigating the land
@@Deathnotefan97 The Ironteeth one does. The Folktail one lets regular irrigation through. Makes sense, they're the farming faction, and the superior filter means that it's easier for them to maintain farmland because lining their riverways doesn't block irrigation.
With the intro song talking about you playing poorly on purpose, I started thinking about how I could play better, aside from the minor mistakes like having the beavers wade into poo accidentally, and I think you could have made some levies or other buildings that block water flow in order to divert the poo around the initial settlement to buy time for the move. That makes me want to go back and play the game in order to test the theory out, which is why Timberborn should pay you for playing their game (in addition to your playthroughs getting me to buy it in the first place).
I think you switching their housing around made them breed a lot slower actually. They give birth when there is open space for more beavers. You're overthinking it. Over engineering breeding.
yeah, I think when he initially started trying the migrating thing, the RNG gave him two new beavers in rapid succession just coincidentally, so he got fixated on that being the cause of the increase.
1:50 in the US we use rags it's a small piece of cloth that we get wet and suds up on the soap bar so there isn't anything nasty left on the bar also they go in the laundry
Dear Matt, To prepare for a bad tide, you need to have water for 2 droughts back to back. And if you don't have bad water spills that diverts the tude, avoid the "water fun" like shiwer and lido. Sincerely,
@WJS774 During a bad tide, before you have your advanced bad water purging systems you lose your free water storages. So you need to have more in the tanks.
After playing this game for a few hours, I understand why RUclipsrs seem to keep making stupid mistakes. It's requires much more micromanagement than most city builders and things go sideways very quickly. While fun (because at work as an engineering manager, I refuse to micromanage), I can't imaging doing to when narrating.
I got a challenge for a series - Blue collar/White collar. Play Timberborn like a real job - 40 to 60 hours work schedule with 2 full day off every 7 days. "Monday to Friday, 8 to 12 hour days", completely off, no working, Saturday and Sunday. With a well established colony, it can be done. It's just getting to that stage that's impossible.
Everyone freaking out over the population growth but I'm going to mention this so matt doesnt forget. Matt the poocano you need to change the poo shield you have set up for the starting area you still got warehouses up there.
I didn't say it couldn't be done, I said the recovery would be so slow that the content wouldn't be good. You can't deny that the editors have been doing much heavier lifting than usual. The update that changed storages was forever ago at this point. It changed when they overhauled storage in the game. The old system had storages that could hold more than 1 item type (which didn't even work well) and those buildings were water tight. The one thing I miss from that system is being able to stack storages that hold logs. You should probably have prioritized your forester a bit more. Trees have a decent lead time on them, unless you plant the worst tree in the game en masse.
Yeah watching him ignore making a forester (usually one of the most important early game buildings) has been painful. I think you can still stack log storage in the Iron teeth faction. One of the faction differences that has always been part of the game is the iron teeth get log storages with roofs so they can be stacked while the folktails get log storages without roofs that can’t be stacked.
To be fair, he may also be remembering the water beavers mod, that he played for one season. They have lots of water-tight and stackable buildings. And lots of requirements too, lol. Good nod though, if you like complexity!
The Incident 2.0 is giving me Bruno Vibes, since he says he shouldn't talk about it, but keeps talking about it, now we're just missing him singing a song about "The Incident"
sud scrub, silicone body scrubber, has a handle for theirs for like back washing and was made from plant so it's biodegradable compared to conventional plastic
You now need to keep the wheel of shame, RCE. You had a beaver named Jayzif born into your colony. Now when things go wrong, you send that one to the wheel of shame and just shout, "JAYZIF TAKE THE WHEEL!!!!! IAMDESTRUCTOMAN, FIRE A WARNING SHOT ACROSS THEIR BOW!!!!" . . . . That's how this game works, right? ISF (Inter Stellar Frigate) Incident 3.0 warps in loaded to the brim with architect elite alphas and it's all hands to action stations, right?
Just a thought, but you could build a storage for your carrots and 1-2 more water tanks. In addition, finished the lumber mill before going up to the waterfall to make your planks more efficiently. Also, make more huts to repopulate faster!!
Just a suggestion (from someone who doesn't play this game,yet) rather than just using levies for your storage of water come badtides, instead I would put dam blocks on the side facing the river/ lower level and levies on the side where you were going to have the active storage. That way you shouldn't have any flooding on your farmland. Just a suggestion.
Hey Matt! It’s a suggestion but, you could keep the four storage buildings that have a path to them and replace the others with the levees, you’d need to put levees behind the storage buildings though.
It makes perfect sense to me that storage buildings aren't watertight. If they were, they wouldn't have any storage space, considering the space occupied by a dam or levee is the same.
When will Matt realise you don't need to have an empty sleeping space _in the same cabin_? As long as there are leftover sleeping spots, the beavers will reproduce.
The small storage hack is that you could have used them day 1 and 2 as a bridge and avoided needing to make planks and stairs so early. They aren't levees.
Good news bad news. New update that allows for Real Civil Engineering. AQUEDUCTS are in the game. However, it is accessible only in the experimental branch. So, better options for showing off if you are a real engineer, but it may not work with your current save. Worth trying to see if you can make use of it though. Be good if you can utilize the new features effectively.
Came here to comment about the update. I never suspected we would get water verticality, because that required a fundamental change in how the game treats water.
I download the same map and tried 3 or 4 time. The key is use the edge few block that won't be flooded to build science research and water wheel, which make me have enough time to move all timberborns to the other side without lossing any of them.
Me: Keeping contaminated beavers through 3 cycles until geting them cured. Matt doing cosplay of Farquaad: Some of you May Die, But it's a Sacrifice I am Willing to Make
🎶 RCE, all his beavers had to move away, the poocano swept his settlement away oh I believe in RCE, why they had to move I don't know poocano wouldn't say, he made one mistake now I pray for R C E E E, RCE Incidents ranging from 1 to 3, but now his breavers look so healthy 🎶
First! ...I mean, thanks to MANSCAPED for sponsoring today’s video! Get 20% OFF + Free International Shipping with promo code “REALCIVILENGINEER” at manscaped.com/RealCivilEngineer
ok
Understood
the hand is used for holding it but yeah it cool
hii
john lindenwood
The amount of times the 'Wheel of Shame' has saved his games is unreal. It shouldn't be the wheel of shame anymore, it should be the wheel of FAME.
It was, until someone need to be SHAMED
I always imagined that there was one of them Open/Closed shop door signs dangling beside the wheel so if a beaver had to go "to work" out of desperation or a punishment, the fella in charge would flip the sign accordingly. Culture demands that the "wheeler" is forbidden from flipping the sign themselves.
I call it the Wheel of Triumph and cheer on the beavers RCE tries to shame.
Someone should make a mod that adds the wheel of shame as a separate custom building so Matt can use the regular wheel in the early game without having to shame the beavers that are saving the colony.
@@xX_NeXus_Xx It was briefly during like season two or something. Then he completely forgot and started yelling "Shame!" at _any_ beaver that works in one even if there was no reason to.
I want to thank Matt because in my 27 almost 28 years of living, I’ve had so many people mispronounce my name. Teachers, coworkers friends. Never have I ever heard it the way he said it in this 20:35. It’s hilarious 😅😅😅😅 Also blessed to be sitting where the Beavels once performed. 😌
How is it actually pronounced?
@@Echo_the_half_glitch or if you e played Black Ops 2, the main villian in the game is Menendez as well lol
I loved the editor’s note there😂😂”no it’s not”
Matt! it is not necessery to migrate your beavers. They populate every open sleeping space as long well-being is good, food and water are there in abundance, and at least 2 beavers are left. Build more shelters and you will get more population eventually.
@@SickNastyyy He still built 4 Lodges for his 15 beavers. So it is either miticulous micromanagement or building 4 Lodges knowing one has capacity for 15 beavers. Otherwise homelessness reduces well-being again.
The point of migrating them is to remove the children from their parents so that the parents will have another child. Otherwise, they will stay with their one child until it has reached adulthood, and they will not reproduce until then.
Pretty sure people told him this last video too and he mentioned that he records a couple of videos at the time, so I think he's aware and we just haven't caught up to it yet.
This scarce placement of shelters drives me nuts as well. And steadily pausing and unpausing tasks. build up a decent population and then have everything working at once - it's suppose to be self sufficient.
One thing to asd that is potentially very obvious but beavers don't make babies if they have too long working shifts
I use that to my advantage if i still have a half struggling colony in hard mode when bad tides hit. Currently i can house 26 beavers at max but i drive it down a bit to 18-20 to be able to survive the lack of water. Can't wait until my mega reservoir is done so i can pump water from there. It's at least partially finished now, leaving green space around ir which im using to my advantage:
I can now grow trees more properly during bad tides! (Im playing with folk tails on the terraces map on hard)
Matt! Folktail beavers will populate open housing spots with enough well-being. The higher well-being is, the faster I would assume it goes. So just take care of your beavers, and the population will eventually fix itself.
You also badly need to get yourself a forester so you can re-plant the berries you'll lose during the bad-tide.
Yeah to me one of the most important things he should of been doing last episode was a forester he has very little wood so he needs to get the trees replanted.
He does not retain that he can plant berries. He will occasionally find out every other season but instantly forget. 🤷
two comments in a row start with the word
Matt!
@@twell1984yeah I’ve never played this game, but the first time he grew the berries I was like you could’ve planted these the whole time?? He’s let so many just sit and be dead 😅
At a well-being of 10 they'll have babies almost as soon as there is extra housing (assuming there are beavers who aren't at work).
16:50 yes its like multi-tasking, holding a conversation with yourself about what you are doing while puns and jokes with full-on entertaining focus, and playing a game well enough
who would have thought a building with giant holes in it wouldnt hold water
Doesn't the normal warehouses work, though? Just not this type right?
@@takumi2023 No; only levees, dams, and floodgates block water. No other construction has ever blocked water to my knowledge.
@@SalamanderBSC must have misremembered just like rce 😅
I am not a 100% sure but i think it was that pink faction from the mod he played a while back, i think that was where he is getting it.
Edit:
Upon going back and reviewing that Video, i am pretty sure its where he was getting that idea, but still a little off.
The Pink Faction was the one with all the waterproof buildings (lodges, tapper's shack, builder's lodge, etc.) but not the warehouse.
Architect move right there.
I'm so addicted at watching you play this game right now that I'm about to rematch all past 7 seasons 😂 Love the content
Thanks, very kind!
I meant to say "Rewatch" lmao
I had the feeling that they automatically grow in population as long as there is space in the huts. Isn't this juggling around useless?
correct, it is absolutely pointless. though he might hope for several children at once?
It is but he read the comments that wondered if he was faking complications for engagement but missed the helpful comments.
He's avoiding building more housing to save logs for other things.
Most time is useless, but you can free up space for new kids if "old" children take up space for new ones.
yes it is . . .
I just find it hilarious how a Beavles concert is just Matt one-man-banding it out for his colony as compromise for the chaos happening😂😂
He's like a busker hanging around the town centre.
16:59 No joke about needing a lot of brainpower.
I do security system installs. you know actually teaching people how to use their new alarm systems. One of my companies sales reps said i should try to make content online, because all he's heard from customers and management is "oh he's great" "he's the best technician we have when it comes to activations". I just laughed in his face. It takes more than just being charismatic to succeed with online content.
You have to be charismatic, and you have to be entertaining.
No,if u can attract viewers than u can be successful
I mean, hey, you never know til you try!
They can hook up at someone else's house. All you need to get more beavers is an empty bed in any house.
I also love that he thinks a building with no walls is water tight.
Also I know you don't release these the same day you record them but man it's so funny/painful to watch the same mistake over and over.
Love your awesome work keep it up!
They didnt use to have no walls
19:57 Twas the hauling post that ate the planks
I really don't think that space in barracks have anything to do with births. I definitely had barracks full of beavers and have some new born after I build new ones. Also, you should experiment with water dumps. Placing 4 levies in a + without a center (you know, so there is a hole), putting a water dump and some stairs can very easily allow you to hydrate land, and water evaporates rather slowly from just one tile - and when it does, you can just assign a beaver to come over and fill it up again. With this you can completely move farming away from the rivers to make space for industrial stuff powered by water wheels. Would recommend.
The single-tile waterdump has been nerfed, but a 3x3 "pond" is the new min-maxed ideal.
I do also think reach was nerfed. I used to want to have a 3 deep river to keep most of my usable land green during droughts and now everything but the river dries out once you get that deep.
My last play through, i had to readjust my thinking and utilize a lot more waterways under paths with a fluid dump in order to keep my crops watered during bad tides and droughts.
I also feel like i remember there being an irrigator for emergencies that would keep a store of water and slowly seep it into the ground in a not super large area, but i haven't seen it so it either got moved to the iron teeth or was removed entirely
@@lumbauer oh, I didn't play in a hot minute so I wasn't aware. 3x3 Pond sounds good too.
Matt still hasn't understood that he doesn't need to do the migration thing -.-'
Also, he still hasn't built a forester... He will soon run out of wood...
and he is working on the bad tide when it wont start happening until minimally cycle 5
@@wansichen3743 I could forgive that one since I also like to start working on anti-badtide measures early. But i at least wait until i have the basics secured. RCE though has neglected to secure the most basic ressource. Wood. He will pretty soon have to fast forward several days with nothing to do but research while waiting for trees to mature.
@@tranquilthoughts7233 You definitely want to at least plan ahead for badtides, if you don't then having to rework your waterworks to accommodate them can be an incredible pain.
I kind of knew the warehouse didn't work as a dam since episode 1😂
You almost fooled me 😂😂😂😂
Surprisingly the first Bad Tide on this map really isnt a total disaster. Theres only one water source in that second area across the river from the start, so it takes quite a while for the dilute poo water to build up in pootensity enough to kill everything around that small lake.
My favorite RCE series. Shout out to Paddy!
Just watched the latest spiff video, the secrets out with the long form timberborn videos Matt 😂😂
Mega-stonks Mondays!
same
I had to go watch spiff's video after your comment... The cats out the bag now Matt!! 😛
What’s the gossip?
I see it as an absolute win. 🤷♂
My favorite thing is watching you play Timberborn. It is so fun to see how you help the beavers.
Matt talking a big game with that song for someone who's killed almost all his beavers in two consecutive games.
Has anyone been keeping track of the family tree of these beavers?
After the last episode, it's less of a family tree and more of a family wreath
Better for all of us that we try to forget that
yeah I have
it's this:
O
Think these beavers are American with the amount of inbreeding going on 😂
Not so much a tree, more of a family pyramid.
In math graph theory a tree is an acyclic connected graph, and the beavers relationship is more like a fully connected graph instead
Matt, you don't need to migrate the beaver. They'll multiply as long as there's empty slot
Who knew the term " keeping it within the family " would save the colony from another incident 😂😂😂😂😂😂😂
When you build levees, don't forget a few dam pieces so you don't have flooding over the top!
You can focus on the original water supply. I noticed on other RUclipsrs had a Bad water and a Fresh water mixed and it didn't kill everything. It just had a diminished growth radius. Also you can still pump fresh water from bad water its just the efficiency drops but if you need fresh water you can still get it get some from bad water.
There are bad water barriers which blocks the poisoning effect. But you do need platforms because you can’t build stuff on the barriers, though you can put a platform over it.
He built the irrigation barriers in the last season
IIRC, while they do stop the poison effect of the bad water, they also prevent clean water from irrigating the land
@@Deathnotefan97 The Ironteeth one does. The Folktail one lets regular irrigation through. Makes sense, they're the farming faction, and the superior filter means that it's easier for them to maintain farmland because lining their riverways doesn't block irrigation.
Ahhh the joy of Matt and Timberborn will never cease!
19:58 Watching Matt remove full grown trees instead of logging them makes me sad, especially when he hasn’t invested in a forester yet.
It's insane, and he's been doing it forever. Then complaining about how he doesn't have enough logs. No shit, you wasted half your trees!
With the intro song talking about you playing poorly on purpose, I started thinking about how I could play better, aside from the minor mistakes like having the beavers wade into poo accidentally, and I think you could have made some levies or other buildings that block water flow in order to divert the poo around the initial settlement to buy time for the move. That makes me want to go back and play the game in order to test the theory out, which is why Timberborn should pay you for playing their game (in addition to your playthroughs getting me to buy it in the first place).
8:03 Have never heard someone make a "Let it 🐝" cover, noice
I wasn't prepared for The Beavers- Work your wood. I'll be waiting for full version on Spotify
at this point we should have enough songs for an EP or something like that
0:32 *I HAVE ALWAYS BEEN WATCHING THIS IN ORDER*
“Speaking of stinky beavers…” is the best ad transition ever.
Give this man more money, Manscaped!
Don't forget to add some stairs near that new farm to make the working area bigger
where did my planks goo???? forgets he built a hauling post haha
I think you switching their housing around made them breed a lot slower actually. They give birth when there is open space for more beavers. You're overthinking it. Over engineering breeding.
Sounds like a normal thing for an engineer to do don't you think
yeah, I think when he initially started trying the migrating thing, the RNG gave him two new beavers in rapid succession just coincidentally, so he got fixated on that being the cause of the increase.
You could demolish the buildings in the starting location and get those logs, right? During a drought, they'll be safe to get.
Yeah he just needs to watch the drought to make sure he severs the path to those piles or pauses collection of them during the wet seasons.
That song was so inspiring, I'm working my wood right now!
warehouses never were watertight they only were good early game plattform replacements
He waits so long to make a Forester, always makes me nervous lol
You won me back with the 15 toe joke
1:50 in the US we use rags it's a small piece of cloth that we get wet and suds up on the soap bar so there isn't anything nasty left on the bar also they go in the laundry
A flannel?
@@Rectal_Scattergun no that's a button-up shirt commonly used when welding
@@fruitfulconnoisseur that's just flannel. "A flannel" is a square bit of terrycloth used to wash yourself
@@Rectal_Scattergun never heard flannel use that way before
@@fruitfulconnoisseur interesting. Perhaps it's mainly a UK thing.
Finally using low priorities. A true engineer
This is truly the best soap on RUclips!!!!
"I wonder where those planks have gone?" 2 mins later... "Oh, how'd this waterwheel get finished? A mystery!"
Waterwheels don't use planks, the hauling post does.
This song was so inspiring, I kinda became beaver myself and started to work my wood
Dear Matt,
To prepare for a bad tide, you need to have water for 2 droughts back to back.
And if you don't have bad water spills that diverts the tude, avoid the "water fun" like shiwer and lido.
Sincerely,
Why do you say two droughts back to back?
@WJS774 During a bad tide, before you have your advanced bad water purging systems you lose your free water storages. So you need to have more in the tanks.
Love your content...and I like how you give little shout outs to Josh from let's game it out!
After playing this game for a few hours, I understand why RUclipsrs seem to keep making stupid mistakes. It's requires much more micromanagement than most city builders and things go sideways very quickly. While fun (because at work as an engineering manager, I refuse to micromanage), I can't imaging doing to when narrating.
It’s the narrating that makes it challenging for sure!!!
Watertight storage is probably the Pinktail faction mod.
I got a challenge for a series - Blue collar/White collar. Play Timberborn like a real job - 40 to 60 hours work schedule with 2 full day off every 7 days. "Monday to Friday, 8 to 12 hour days", completely off, no working, Saturday and Sunday. With a well established colony, it can be done. It's just getting to that stage that's impossible.
Everyone freaking out over the population growth but I'm going to mention this so matt doesnt forget. Matt the poocano you need to change the poo shield you have set up for the starting area you still got warehouses up there.
The music in the manscaped ad plays at the end of every video from The Why Files. That song drives me crazy
I didn't say it couldn't be done, I said the recovery would be so slow that the content wouldn't be good. You can't deny that the editors have been doing much heavier lifting than usual.
The update that changed storages was forever ago at this point. It changed when they overhauled storage in the game. The old system had storages that could hold more than 1 item type (which didn't even work well) and those buildings were water tight. The one thing I miss from that system is being able to stack storages that hold logs.
You should probably have prioritized your forester a bit more. Trees have a decent lead time on them, unless you plant the worst tree in the game en masse.
Yeah watching him ignore making a forester (usually one of the most important early game buildings) has been painful.
I think you can still stack log storage in the Iron teeth faction. One of the faction differences that has always been part of the game is the iron teeth get log storages with roofs so they can be stacked while the folktails get log storages without roofs that can’t be stacked.
To be fair, he may also be remembering the water beavers mod, that he played for one season. They have lots of water-tight and stackable buildings. And lots of requirements too, lol. Good nod though, if you like complexity!
The Incident 2.0 is giving me Bruno Vibes, since he says he shouldn't talk about it, but keeps talking about it, now we're just missing him singing a song about "The Incident"
What was incident 1.0 can you share the link
Glad to see the colony is thriving once again.
Yo Matt!! Make my beaver an inventor! 28:02
Matt being surprised when a building with no walls is not watertight: (° 0°)
Don't forget to research and build a Forester to replenish your trees.
sud scrub, silicone body scrubber, has a handle for theirs for like back washing and was made from plant so it's biodegradable compared to conventional plastic
You now need to keep the wheel of shame, RCE. You had a beaver named Jayzif born into your colony. Now when things go wrong, you send that one to the wheel of shame and just shout, "JAYZIF TAKE THE WHEEL!!!!! IAMDESTRUCTOMAN, FIRE A WARNING SHOT ACROSS THEIR BOW!!!!" . . . . That's how this game works, right? ISF (Inter Stellar Frigate) Incident 3.0 warps in loaded to the brim with architect elite alphas and it's all hands to action stations, right?
....... speaking of stinking beavers..... im dead 😂😂😂😂😂
Just a thought, but you could build a storage for your carrots and 1-2 more water tanks. In addition, finished the lumber mill before going up to the waterfall to make your planks more efficiently. Also, make more huts to repopulate faster!!
25:34 « they make a good bridge » but … what ?! No BRIDGE REVIEW ??? 😢🤣🤣
The editors did not get paid enough for the song but that base solo and drum solo was amazing. Also loved the song
I like to think that when The Beavels appeared here, it was not screams of joy we heard. It was pure terror.
The hauling post likely took some of the planks
That "finally" clip broke me. Top marks, editors!
RCE : Oh no ! I can't believe building without WALLS are actually letting water pass ! WhO cOuLd HaVe PrEdIcTeD tHaT ?
Just a suggestion (from someone who doesn't play this game,yet) rather than just using levies for your storage of water come badtides, instead I would put dam blocks on the side facing the river/ lower level and levies on the side where you were going to have the active storage.
That way you shouldn't have any flooding on your farmland.
Just a suggestion.
Hey Matt! It’s a suggestion but, you could keep the four storage buildings that have a path to them and replace the others with the levees, you’d need to put levees behind the storage buildings though.
It makes perfect sense to me that storage buildings aren't watertight. If they were, they wouldn't have any storage space, considering the space occupied by a dam or levee is the same.
One thing's for certain, your thumbnail artist has fun this season.
When will Matt realise you don't need to have an empty sleeping space _in the same cabin_? As long as there are leftover sleeping spots, the beavers will reproduce.
We are here waiting for The Incident 3 - RCE's Day Of Judgement
You should upload to Spotify, YTmusic and so on all the songs you made! If there was a compilation of those song, I would listen to them all!!
I can hardly wait for The Incident 3.0
What incident 👿
"Multi-tasking is just hard cause I'm a bloke" 😅 Never resonated with RCE more
We who doubt you are still here. Schenanigans! Incident 2.0 was real!!!
can we take a moment to appreciate the songs he made?
The small storage hack is that you could have used them day 1 and 2 as a bridge and avoided needing to make planks and stairs so early. They aren't levees.
Good news bad news. New update that allows for Real Civil Engineering. AQUEDUCTS are in the game. However, it is accessible only in the experimental branch.
So, better options for showing off if you are a real engineer, but it may not work with your current save. Worth trying to see if you can make use of it though. Be good if you can utilize the new features effectively.
Came here to comment about the update. I never suspected we would get water verticality, because that required a fundamental change in how the game treats water.
@@FlyingFox86 I know, but it is a welcomed change for sure.
@@demonicbunny3po That would be an understatement. Massive gamechanger, in a positive way.
Petition for devs to make it so you can assign specific beavers to jobs so scientist nate can science
10:32 we're in therapy...
The colony might stall a bit while we wait for trees to get planted and grow, if we ever get a forester.
31:50 is the worst part of the vid 😢
Thanks. Now the "Work your wood" reef is stuck in my mind.
Can't wait for the Noodledude PMV of "Work Your Wood"
I like u r videos thank you for making them?😊
can someone draw us the family tree of this colony?
Dont neglect your paddy, they need a good stroke time to time too!
I download the same map and tried 3 or 4 time.
The key is use the edge few block that won't be flooded to build science research and water wheel, which make me have enough time to move all timberborns to the other side without lossing any of them.
Keep up the good work man;We love you.
2:25 the why files uses that music as well
Me: Keeping contaminated beavers through 3 cycles until geting them cured.
Matt doing cosplay of Farquaad: Some of you May Die, But it's a Sacrifice I am Willing to Make
Don't need to block the front side of the poocano, just dig out the back and let the bad water flow off the map.
i hope empyting the poocano is the goal of this series
🎶 RCE, all his beavers had to move away, the poocano swept his settlement away oh I believe in RCE, why they had to move I don't know poocano wouldn't say, he made one mistake now I pray for R C E E E, RCE Incidents ranging from 1 to 3, but now his breavers look so healthy 🎶
Turn the dam components 90 degrees counter clockwise, so the back of the building faces the water.
25:32 - "They make a good bridge." Do they? Can we really know if the bridge is good without a Bridge Review?