5:40 the Lido doesn't have to be over deep water, even just 1 tile is deep enough. But the water*level* has to be *high* enough in the roped-off swimming pool that the beavers can swim in there.
Yes! The lido's ladder is very short. Thankfully the beavers are smart enough to decommission the building when the water is so low that they wouldn't be able to reach the ladder to climb out. I'm not quite sure why they're not smart enough to build a longer ladder. Or any other ladders in general, actually.
10:40 The solution wasn't stairs, it was a platform next to the platform you were trying to build so that they could access it. They'll happily build down.
Asthetical and engineering tip: once you have access to dynamite, you can blow up paths and build platforms over them and run power underneath and/water as well!
since you're not playing hard mode yet you don't have to worry about this ,but keep in mind there is evaporation. if you extend your waterways and rely on canals for irrigation, during drought conditions you can run out of water. @biffaplayscitiesskylines
@takumi2023 Adding in a 3x3x2 covered irrigation ditch every 12-14 tiles, or rather anywhere you need to remain hydrated for 15 odd tiles around it like farms, in addition to being able to be fed by water dumps will maintain the irrigated areas. Water kept in storage doesn't evaporate to my knowledge, so keeping a high surplus of water in storage near the water dump fed 3x3x2 irrigation ditches will keep it topped up during the droughts. Water storage tanks and farm/tapper/forester buildings are easily able to be built ontop of the other warehouses you will likely have for the resources you're growing anyway. Throw in enough housing, also stackable with the rest of the above, to man the resource generation builings and a porters shack, prioritise them all by porter and you maximise the efficiency without taking up a great deal of prime production land. During the wet season the irrigation dykes under the paths will feed the system automatically, allowing you to restock the water storage and not have to use the water dumps. Localising enough housing, food, water and well-being structures to production area's reduces the workers need to travel far to get anything they need before or after work. Centralised markets and industries lead to far to long of a commute for non-porter Beavers, add a few small storage buildings where possible to ensure they have easy access to the various foods you produce. Centralising larger and more unique communal social structures and the District centre to all of your surrounding decentralised production areas will ensure no one is far from them as necessary to gain a benefit from them occasionally. Once you get it all worked out well enough you can even reduce working hours during wet seasons and slightly increase them during droughts as needed. Reduced working hours allows them to make the slightly longer travel times to build up the centralised positive buffs in the wet season without losing their rested status. Generally speaking, the above replys idea is idea earlier in the game as it allows you to maintain the irrigation ditches for the earlier shorter droughts.
At 28:38, instead of deleting all your crops for a giant viaduct for a power line, you could have dynamited a trench, irrigated the crop land, and put the power lines in the trench, then cover the top with platforms and a path.
i prefer not to do that in case biffa mess up with the bad water again. it would introduce contaminated ground further in the farmland than if the contamination was restricted to the edge. (thought if bad water gets directed in the river again, all the crops die anyways).
I actually got a good tip for transporting power. Basically all buildings transfer power through them. So you can use houses to give power to all connected buildings
From the update 5 thing: "Updated building: Temple. Renamed it to Agora, and updated its flavor text. The building now needs a steady supply of extract, which is being burnt inside to assist in, um, reaching a higher state of contemplation. The flames were updated to reflect that."
Biffa? Biffa. Bif- Biffa... Next to the centrifuge there was a corner piece coming out from the power tower! Just replace that with a T-junction! Then high powered shaft, then go wherever... and get rid of that ridiculous snake-shaft thing around everything there!
And one square over (and one square up) from that, there was already a T-junction coming out of the tower behind the centrifuge (one square over from where he stepped down from level 3 to level 2). The all you would need is 2 high power shafts (and a platform). You could salvage so many resources! Oh well 🤷♀
12:35 If you would have destroyed the 3-way next to that platform, they would have been able to reach it without getting sick. 15:16 Not all decorations give a bonus. Some are just decorations. 31:45 Windmills have to have a 2 gap between windmills.
Hey Biffa, I've been thrashing Timberborn recently, and I've found that making thinner, shallow water channels makes the water flow faster, thus making the water wheels spin quicker. May also help to space the water wheels at least one square apart from each other lengthwise, rather than butting them up to each other, that allows the water to speed up again before reaching the next one. Really enjoying the series :)
Ooh, that's a great idea! I've never thought of that, but I guess I tend to centralize my power-reliant buildings and connect through the walls. And, for lower-priority buildings, I worry more about whether they're close to the resources they need and just give them a single windmill (and a water wheel, if they're on the coast) instead of connecting them to my main power grid. For example, I don't mind if my wheat-flour gristmill only sometimes has power, bc I went overboard on wheat, so my storages are always full and the beaver working there is usually just sitting outside the door even when it has power.
18:58 that 100% is its power, it's only running at 66% productivity (lower down) probably because the beaver inside has to stop working to go and collect resources since the haulers were not set to help.
A slight exploit to temporarily fix the power: destroy and then rebuild your batteries. It'll cost resources, but the batteries will be rebuilt in the "fully charged" state, giving you some power to work with.
An Agora was a gathering place in antique Greece (among other places) where they celebrated tings like art, economy, politics, athleticism and spiritual life 😊
I finally caught up! Really enjoying this series from you. One of my favourite things to see you do in CS1 was manage the different industries to warehouses to commercial district chains so this is perfect for me. Can't wait to see how your colony goes further.
Loved this episode just like I always do. Another thing I love is that you read and engage with the comments! It makes us (at least me) feel seen, and a part of the community. Keep it up, it gives us a lot of value. Take your time to get well again, and we’ll be here waiting for you. 🙂 Also, I will be joining your Patreon once my financial situation improves. Take care! ❤
it's fun watching someone who doesn't know the game mechanics trying to figure things out 😊 Lido needs the water level to reach about three quarters up the stair, otherwise it can't function. It doesn't care how deep the ware is, but how high it reaches in relation to the shore. p.s. if you remove the planting area from beneath dandelions, they will start to spread naturally p.p.s at 31:43 the reason is that you have to have at least 2 empty spaces between windmills.
Glad you're enjoying the game! It's been so fun playing through and figuring out different ways to do things, and the updates always bring a few more things to incorporate. Really well delivered game so far. #fixtheshadows 😂
At 10:49 there were a couple good options. 1) cheapest. Remove the multi way gear to allow them to build on the diagional then replace multi way gear.★ 2) build a platform to give them cardinal directional access. ★They can build in a full 3x3 around any spot they can stand on as long as there is nothing in the way and the cardinal directions count as in the way for the diagionals, build diagionals first then cardinals to get around this issue. (Especially with power axles, always high prioritze the base platforms the axles sit upon. Then mid priority would go to the diagionals. Next would be furthest cardinal then closest cardinal last if there is tight spacing.
I think you need to do more with the upstream water situation, which is fun if you like dynamite and working out how to give the beavers access to place or build things. You can stop badwater by building another floodgate really close to the water source and sending it off the edge of the map. It also helps to have a big reservoir high up on your map as a better store than deepening the river, which you might regret.
Hi Biffa, look after yourself, yr health is more important than content for us ! Personally I love the Timberborn stuff and the thought the going back to ONI is fantastic! You were my first RUclips sub for CS1 but yr ONI took me straight to Francis John, the only other creator I follow as hard as I do you ! Thanks for all the entertainment, keep it coming when you can
Biffa deleting the entire water wheel rather than just removing the power shafts... Remember beavers build in the same direction you do when you click and drag and will build in the order you place items unless you have manually changed the priority / they otherwise can't progress a higher priority build. When placing things like powers shafts, think before hand about which ones will be unreachable when it's all built and ensure they are built first before you let the others be built.
2:28 "There's so much power in this thing." 1. Not really. It ran out. ;) 2. I guess you've never seen Skye Storme's gravity battery bank! Enjoyable episode, as always.
So the windmill spacing is relative to the other windmills, rather than the power lines, they need room to spin around to point into the wind correctly. Also as a way to save space, if you're doing power over the top of paths, you can just stick the windmills in-line as they act like a 4-way power line, but also generate power too. Plus the big ones are so much more powerful, although they require paper
well people pointed out things berore me, and you noticed👍and also hedges, as fences, don't give bonuses. And contamination won't kill beaver, but give them disabilities. And a personnal tip : you should unmark the oaks from démolition and mark them for cuting so you get thé logs ; you Can also, if you ever want to, unmark thé plantation zone of dandelions so they spread naturally. But i really like the sery and i will wait for next vidéo!
18:00 Biffa, in that building you can connect the power wherever you want, except at the door obviously. You don't need to go that far with the power system.
Biffa: I need extract. I have all this badwater infrastructure for badwater, I put centrifuge on the opposite side of colony. Why not bridge that small badwater stream, and build on that side? There's pretty much no chance of turning that area for farming or forestry. Add water wheels for energy. And you'll need a lot more badwater pumps and storage. Not hating. May sound like it. Love the series.
Get well soon Biffa ❤ I love the new Timberborn series as much as CS1 and even the views are low, I love watching you play CS2. We watch it for you, not for the game!
I don't think Elwood survived The Great Beaver Loss of their generation😅😅 He must have messed up the wrong cuppa tea🤔 lol great episode, awesome to see the beavers thriving again!!
In the last episodes you build this massive Power-Tower. It looks very cool and does its job. But I think that this building is a bit lonely and feels sad about not having any mates around it. 🥺 What about stacking some beaverhomes on top of each other and create some Highrisers buildings? This will be space-efficient in the longterm and also improve the look of your skyline. 🌆
Fair of the future makes it sounds like one of those science fairs in the 60s were everything had a jet engine. Sick of slow toast? Jet toaster. Pick up doggy poo? Jet scooper.(insert wows)
After watching you play this game, I bought it myself - having a lot of fun ! Just one question, how do you tap a building/road and instantly have it selected to build more of them?
If you want to irrigate the parts of the map that are too far from water, I think you can dig (well, explode) channels and then cover them with platforms for roads.
Don't forget the option of damming those canal with an adjustable dam to keep the bad water out or else you might kill your total agriculture. edit: .. and the fresh water in, which you might supplement from your water reserves using water dumps during droughts in particular.
quick tip, beavers can't build off the side of stairs. they can only build off the top and bottom. also there are warehouses that isn't specified for goods (i think it's by the first explosive factory if i remember correctly). In the explosive factory area, you separated the power grid by accident. you forgot to replace the deleted cable between the old and new explosive factory. don't mean to be rude just trying to be helpful.
i don't see anyone else suggest this, i would take advantage of the bad water source and the relative straight waterway near the explosive factory by expanding the width of the channel and adding another waterwheel. (you will lose some power because the output of badwater is pretty low.) i would also straighten out the waterway so the waterwheel are more efficient.
Get your water wheels working your getting practically nothing from them, I’d suggest going with large wheels. And large windmills, they both provide a whole lot more power.
You're well overbuilding everything, you only ever need one explosive factory, one smelter, fewer big pumps and fewer farmers and farms (potatoes are never even picked due to full storage). Your production line is now quite inefficient mostly because you don't have enough storage, so everything is full instead of stockpiling resources over time (more barrels for extract, medicine, badwater). The decoration things don't have to be mass-spammed, they get the benefit when they pass by, so it's much better they are dispersed, so they pass by the occasional roof, shrub or a lantern while they are going about their life. Levelling up the beavers makes them walk and work faster, and it's very easy to get them to 20-30 just by using decorations, a monument and proper food. It's also good to have 2 hauling posts if you have a big colony with long walking trips. Prioritize by haulers is almost never needed.
It's a game!! Everyone will have different ways of enjoying it. Efficiencies will come with experience of the game if that's how Biffa chooses to play it.
Obviously tearing down the water wheel to rebuild later while wading in the bad water was the best possible move. Removing the power shaft involves too much engineering and making a platform instead of stairs was not an option due to the geography!
Ehm Biffa did you build medical tents at all in the colony? Without those the beavers will not really cure from the contamination and if they are injured. There died quite a few of them I think. It would be good to look into this.
Biffa, I really hope you know this already but the 'p' in 'hph' doesn't stand for 'per'. What that abbreviation means is 'horsepower times hours' which is a possible unit for energy stored. It means for how many hours could you put out a force of 1 horsepower. Or how much horsepower could you put out for 1 hour. Of course you can devide it whatever way you want.
you really need to sort your big power wheel situation, they are not producing any porwer...just put some levees around it, it's cheap and very effective
5:40 the Lido doesn't have to be over deep water, even just 1 tile is deep enough. But the water*level* has to be *high* enough in the roped-off swimming pool that the beavers can swim in there.
Yes! The lido's ladder is very short. Thankfully the beavers are smart enough to decommission the building when the water is so low that they wouldn't be able to reach the ladder to climb out. I'm not quite sure why they're not smart enough to build a longer ladder. Or any other ladders in general, actually.
10:49 I'm screaming at the screen "Just build a platform ya muppet!"
I'm thinking "remove the the power shaft" it's cheaper
😅
A levee would be better.
@@BiffaPlaysCitiesSkylines, how is Muppet Biffa coming along?
or just a small warehouse (cheaper/faster to build)
10:40 The solution wasn't stairs, it was a platform next to the platform you were trying to build so that they could access it. They'll happily build down.
Also, little tip: Build several hauler huts and set them to lowest priority. That way, any spare beavers will work as haulers and not be idle.
@CityPlannerPlays was doing this on stream last night, pretty smart way to use the extra labor!
Asthetical and engineering tip: once you have access to dynamite, you can blow up paths and build platforms over them and run power underneath and/water as well!
Yeah, running water and power under platforms is a good way to spread the power and water without taking up space. Aqueducts baby.
Underneath the roads, where they belong
since you're not playing hard mode yet you don't have to worry about this ,but keep in mind there is evaporation. if you extend your waterways and rely on canals for irrigation, during drought conditions you can run out of water. @biffaplayscitiesskylines
@takumi2023 so long as your upstream reservoir is large enough to keep letting water through throughout the drought it should be fine
@takumi2023 Adding in a 3x3x2 covered irrigation ditch every 12-14 tiles, or rather anywhere you need to remain hydrated for 15 odd tiles around it like farms, in addition to being able to be fed by water dumps will maintain the irrigated areas.
Water kept in storage doesn't evaporate to my knowledge, so keeping a high surplus of water in storage near the water dump fed 3x3x2 irrigation ditches will keep it topped up during the droughts.
Water storage tanks and farm/tapper/forester buildings are easily able to be built ontop of the other warehouses you will likely have for the resources you're growing anyway.
Throw in enough housing, also stackable with the rest of the above, to man the resource generation builings and a porters shack, prioritise them all by porter and you maximise the efficiency without taking up a great deal of prime production land.
During the wet season the irrigation dykes under the paths will feed the system automatically, allowing you to restock the water storage and not have to use the water dumps.
Localising enough housing, food, water and well-being structures to production area's reduces the workers need to travel far to get anything they need before or after work.
Centralised markets and industries lead to far to long of a commute for non-porter Beavers, add a few small storage buildings where possible to ensure they have easy access to the various foods you produce.
Centralising larger and more unique communal social structures and the District centre to all of your surrounding decentralised production areas will ensure no one is far from them as necessary to gain a benefit from them occasionally.
Once you get it all worked out well enough you can even reduce working hours during wet seasons and slightly increase them during droughts as needed.
Reduced working hours allows them to make the slightly longer travel times to build up the centralised positive buffs in the wet season without losing their rested status.
Generally speaking, the above replys idea is idea earlier in the game as it allows you to maintain the irrigation ditches for the earlier shorter droughts.
At 28:38, instead of deleting all your crops for a giant viaduct for a power line, you could have dynamited a trench, irrigated the crop land, and put the power lines in the trench, then cover the top with platforms and a path.
i prefer not to do that in case biffa mess up with the bad water again. it would introduce contaminated ground further in the farmland than if the contamination was restricted to the edge. (thought if bad water gets directed in the river again, all the crops die anyways).
13:45 its not the power lines, its the windmills themselves that cannot be placed too close to each other, they need to be separated by 3 blocks
I actually got a good tip for transporting power. Basically all buildings transfer power through them. So you can use houses to give power to all connected buildings
From the update 5 thing:
"Updated building: Temple. Renamed it to Agora, and updated its flavor text. The building now needs a steady supply of extract, which is being burnt inside to assist in, um, reaching a higher state of contemplation. The flames were updated to reflect that."
31:43 windmills needs space between them to be placed, cause their sails collide with each other
I store my power lines underground, I mean under the roads "where they belong".
buildings are my power lines
quick heads up the new hauling post was not connected by path properly. because of the top down view you tried to connect the path one level down
Biffa? Biffa. Bif- Biffa...
Next to the centrifuge there was a corner piece coming out from the power tower! Just replace that with a T-junction! Then high powered shaft, then go wherever... and get rid of that ridiculous snake-shaft thing around everything there!
And one square over (and one square up) from that, there was already a T-junction coming out of the tower behind the centrifuge (one square over from where he stepped down from level 3 to level 2). The all you would need is 2 high power shafts (and a platform). You could salvage so many resources! Oh well 🤷♀
12:35 If you would have destroyed the 3-way next to that platform, they would have been able to reach it without getting sick.
15:16 Not all decorations give a bonus. Some are just decorations.
31:45 Windmills have to have a 2 gap between windmills.
Hey Biffa, I've been thrashing Timberborn recently, and I've found that making thinner, shallow water channels makes the water flow faster, thus making the water wheels spin quicker. May also help to space the water wheels at least one square apart from each other lengthwise, rather than butting them up to each other, that allows the water to speed up again before reaching the next one. Really enjoying the series :)
long paths of power deserve windmills replacing every 3rd block. Like across the fields. wind mills also make great 90 degree turns.
Ooh, that's a great idea! I've never thought of that, but I guess I tend to centralize my power-reliant buildings and connect through the walls. And, for lower-priority buildings, I worry more about whether they're close to the resources they need and just give them a single windmill (and a water wheel, if they're on the coast) instead of connecting them to my main power grid.
For example, I don't mind if my wheat-flour gristmill only sometimes has power, bc I went overboard on wheat, so my storages are always full and the beaver working there is usually just sitting outside the door even when it has power.
The man rises from his deathbed to deliver us a video. Now _that's_ dedication for you.
Pre- recorded, I can't talk without coughing up a lung at the moment 😬
@@BiffaPlaysCitiesSkylinesHope you feel better soon! You are always a joy to watch!
18:58 that 100% is its power, it's only running at 66% productivity (lower down) probably because the beaver inside has to stop working to go and collect resources since the haulers were not set to help.
4:13 contemplation spots would be good place to put down any decorations that take time to give the benefits.
Thank You for showing the effect of closing off the side gate of the dam. 🙂
Congratulations on unlocking the iron teeth clan. 🎉🎊
A slight exploit to temporarily fix the power: destroy and then rebuild your batteries. It'll cost resources, but the batteries will be rebuilt in the "fully charged" state, giving you some power to work with.
@Biffa
if you press F you can mirror the building orientation regarding the door/path connection at least.
I enjoy the Asthetic of Ways with Roofs and / or Green Stuff on top. The Beavers create something better as Mankind 🥺🐾
24:00 This path isn't connected to the rest of the paths, Biffa. You have forgotten about the third dimension 😉
PS Get well soon
An Agora was a gathering place in antique Greece (among other places) where they celebrated tings like art, economy, politics, athleticism and spiritual life 😊
17:40 Good thing Biffa has a 4K monitor to really appreciate all of the fine details 😂
Love your content Biffa 😉✌️
I finally caught up! Really enjoying this series from you. One of my favourite things to see you do in CS1 was manage the different industries to warehouses to commercial district chains so this is perfect for me. Can't wait to see how your colony goes further.
Loved this episode just like I always do. Another thing I love is that you read and engage with the comments! It makes us (at least me) feel seen, and a part of the community. Keep it up, it gives us a lot of value.
Take your time to get well again, and we’ll be here waiting for you. 🙂
Also, I will be joining your Patreon once my financial situation improves.
Take care! ❤
Thankyou 😊 😊
I’m obsessed with these beavers. Hope y’all are recovering well biffa!!
Amazing, see how he’s turned it round from that devastating disaster
it's fun watching someone who doesn't know the game mechanics trying to figure things out 😊
Lido needs the water level to reach about three quarters up the stair, otherwise it can't function. It doesn't care how deep the ware is, but how high it reaches in relation to the shore.
p.s. if you remove the planting area from beneath dandelions, they will start to spread naturally
p.p.s at 31:43 the reason is that you have to have at least 2 empty spaces between windmills.
Glad you're enjoying the game! It's been so fun playing through and figuring out different ways to do things, and the updates always bring a few more things to incorporate. Really well delivered game so far.
#fixtheshadows 😂
Loving this series so much, thank you for all your hard work Biffa!
At 10:49 there were a couple good options.
1) cheapest. Remove the multi way gear to allow them to build on the diagional then replace multi way gear.★
2) build a platform to give them cardinal directional access.
★They can build in a full 3x3 around any spot they can stand on as long as there is nothing in the way and the cardinal directions count as in the way for the diagionals, build diagionals first then cardinals to get around this issue. (Especially with power axles, always high prioritze the base platforms the axles sit upon. Then mid priority would go to the diagionals. Next would be furthest cardinal then closest cardinal last if there is tight spacing.
Biffa playing Timberborn? Yes plz! Hell yeah
I think you need to do more with the upstream water situation, which is fun if you like dynamite and working out how to give the beavers access to place or build things. You can stop badwater by building another floodgate really close to the water source and sending it off the edge of the map. It also helps to have a big reservoir high up on your map as a better store than deepening the river, which you might regret.
Hi Biffa, look after yourself, yr health is more important than content for us ! Personally I love the Timberborn stuff and the thought the going back to ONI is fantastic! You were my first RUclips sub for CS1 but yr ONI took me straight to Francis John, the only other creator I follow as hard as I do you ! Thanks for all the entertainment, keep it coming when you can
Again a lovely giggle and amazed at how much you can do with this game! Great job🤩 Hope you and the family are feeling better!
I'm really enjoying this series. Those beavers do make your life difficult Biffa
Way to start, looking down from the eye of sauron, oh my life classic biffa.
If you start paper production you can get a more efficient windmills.
At 23:58, they can't get to that new gatherers hut. You need to build a stairs there.
"MOE-HUN-LAAL" not mohaniel lol love this series and I don't even know why!
it's cute but simple to get into. you start with nothing but build something from that nothing.
The beaveres that are contaminated don’t die, they „just“ refuse to work, while still consuming resources.
Also your carousel needs power
Their wellbeing is massively reduced though, so their lifespan is way shorter (they die from "old age" sooner than they would have).
Biffa deleting the entire water wheel rather than just removing the power shafts... Remember beavers build in the same direction you do when you click and drag and will build in the order you place items unless you have manually changed the priority / they otherwise can't progress a higher priority build. When placing things like powers shafts, think before hand about which ones will be unreachable when it's all built and ensure they are built first before you let the others be built.
2:28 "There's so much power in this thing."
1. Not really. It ran out. ;)
2. I guess you've never seen Skye Storme's gravity battery bank!
Enjoyable episode, as always.
So the windmill spacing is relative to the other windmills, rather than the power lines, they need room to spin around to point into the wind correctly.
Also as a way to save space, if you're doing power over the top of paths, you can just stick the windmills in-line as they act like a 4-way power line, but also generate power too. Plus the big ones are so much more powerful, although they require paper
well people pointed out things berore me, and you noticed👍and also hedges, as fences, don't give bonuses. And contamination won't kill beaver, but give them disabilities. And a personnal tip : you should unmark the oaks from démolition and mark them for cuting so you get thé logs ; you Can also, if you ever want to, unmark thé plantation zone of dandelions so they spread naturally. But i really like the sery and i will wait for next vidéo!
18:00 Biffa, in that building you can connect the power wherever you want, except at the door obviously. You don't need to go that far with the power system.
No, it has to go in at ground level in the centre of one of the other three sides.
12:52 I think if you had built a Platform instead of a Stair, the beavers could have stood on the Platform and worked downwards.
Biffa: I need extract. I have all this badwater infrastructure for badwater, I put centrifuge on the opposite side of colony.
Why not bridge that small badwater stream, and build on that side? There's pretty much no chance of turning that area for farming or forestry. Add water wheels for energy.
And you'll need a lot more badwater pumps and storage.
Not hating. May sound like it. Love the series.
I don't mind tips, thanks ☺️
Get well soon Biffa ❤
I love the new Timberborn series as much as CS1 and even the views are low, I love watching you play CS2. We watch it for you, not for the game!
I don't think Elwood survived The Great Beaver Loss of their generation😅😅 He must have messed up the wrong cuppa tea🤔 lol great episode, awesome to see the beavers thriving again!!
👍😊
Missed opportunity to put the lido on the little lake near the contemplation spots.. love your videos
Biffa: "I actually remembered to close the door!"
Me: "Barely" 😂😂😂
😅
Hey I feel like the video editing is smoother in this episode, less "jumpy" than the last episodes of the serie.
Overall, I really like the serie !
👍
In the last episodes you build this massive Power-Tower. It looks very cool and does its job. But I think that this building is a bit lonely and feels sad about not having any mates around it. 🥺
What about stacking some beaverhomes on top of each other and create some Highrisers buildings?
This will be space-efficient in the longterm and also improve the look of your skyline. 🌆
I love little nods to RCR Timberborners
i think you mean knobs
at around 11:00... I think you could just build a scaffolding thing on the side and that would have solved the problem I'm pretty sure ahahahah
See the big spinny things on top of the windmills? Bad things happen if they touch, hence why you need a 2 gap between windmills :P
On this map, I put all my industrial stuff over by the bad water river and used that, rather then using the land for growing food/trees
Fair of the future makes it sounds like one of those science fairs in the 60s were everything had a jet engine. Sick of slow toast? Jet toaster. Pick up doggy poo? Jet scooper.(insert wows)
Ooooooh! Ahhhhhhh!
you can use irrigation to water some of that desert
17:42 it’s Ob-tain
Yeah, on my screen the cursor is larger, but it doesn't show on recordings lol 😆
@@BiffaPlaysCitiesSkylines yes they do
@@BiffaPlaysCitiesSkylines you just need to focus on the words
@@qoraisjkhodabaks The cursor is bigger on his screen, smaller on the screen capture that we see.
This 👍
For the ;platform the beavers could not reach, could have A) removed the T power interchange, B) placed a platform next to it rather than stairs
Windmills need 2 spaces between each other. That's why you couldn't build the next set right next to the power
I hope you and your family are feeling better ❤
Getting there, thankyou 🙏
After watching you play this game, I bought it myself - having a lot of fun !
Just one question, how do you tap a building/road and instantly have it selected to build more of them?
Enjoy! It's the Pipette mod 👍
If you want to irrigate the parts of the map that are too far from water, I think you can dig (well, explode) channels and then cover them with platforms for roads.
Don't forget the option of damming those canal with an adjustable dam to keep the bad water out or else you might kill your total agriculture.
edit: .. and the fresh water in, which you might supplement from your water reserves using water dumps during droughts in particular.
It'd be intresseing to see if you gave them a holliday(0h work for a day) how high it whould get!
"Lido" is probably from the French word for water bed, "Lit d'eau" pronounced "lee d'o" long o, emphasis on the second word, but only slight
since it's a bed by the water
quick tip, beavers can't build off the side of stairs. they can only build off the top and bottom.
also there are warehouses that isn't specified for goods (i think it's by the first explosive factory if i remember correctly).
In the explosive factory area, you separated the power grid by accident. you forgot to replace the deleted cable between the old and new explosive factory. don't mean to be rude just trying to be helpful.
i don't see anyone else suggest this, i would take advantage of the bad water source and the relative straight waterway near the explosive factory by expanding the width of the channel and adding another waterwheel. (you will lose some power because the output of badwater is pretty low.) i would also straighten out the waterway so the waterwheel are more efficient.
We love eating beaver tails in Canada!
15:19 I don't think the Hedges and Benches give any kind of bonus. They're just visual decorations.
10:13 beavers still can't get the resources in front of the dam on the ledge where the path is on the ground
Tbh you seem to be having much more fun doing this then cs2. Get well soon!
Biffa, any more plans for Boom Boom Basin?
Get your water wheels working your getting practically nothing from them, I’d suggest going with large wheels. And large windmills, they both provide a whole lot more power.
the mods SimpleFloodgateTriggers
This plugin for Timberborn allows you to automate your floodgates and water pumps and dumps little
Love your videos! Keep up the great work :)
Thank you! Will do!
0:51. You need to plug those corners. They leak.
Also the new badwater power wheels aren't all connected.
Visual only 👍
You're well overbuilding everything, you only ever need one explosive factory, one smelter, fewer big pumps and fewer farmers and farms (potatoes are never even picked due to full storage). Your production line is now quite inefficient mostly because you don't have enough storage, so everything is full instead of stockpiling resources over time (more barrels for extract, medicine, badwater).
The decoration things don't have to be mass-spammed, they get the benefit when they pass by, so it's much better they are dispersed, so they pass by the occasional roof, shrub or a lantern while they are going about their life.
Levelling up the beavers makes them walk and work faster, and it's very easy to get them to 20-30 just by using decorations, a monument and proper food. It's also good to have 2 hauling posts if you have a big colony with long walking trips. Prioritize by haulers is almost never needed.
It's a game!! Everyone will have different ways of enjoying it. Efficiencies will come with experience of the game if that's how Biffa chooses to play it.
Obviously tearing down the water wheel to rebuild later while wading in the bad water was the best possible move. Removing the power shaft involves too much engineering and making a platform instead of stairs was not an option due to the geography!
Ah yes. the "Energy Eye of Beavron." ;P
Such a fun video!
Devastated Biffa…I think I’ve died!! 😭😭😭
😬
If you name a beaver after me it would start a revolt against our overload Biffa!! 😃
right? i mean all those inefficiencies is bugging me but thats how it goes for first time player i suppose.
Ehm Biffa did you build medical tents at all in the colony?
Without those the beavers will not really cure from the contamination and if they are injured.
There died quite a few of them I think.
It would be good to look into this.
Your newest tnt production isnt conected to the town power network
While it surely looks amazing to see your energy grid moving around - it would be horrible inefficient.
Biffa, I really hope you know this already but the 'p' in 'hph' doesn't stand for 'per'. What that abbreviation means is 'horsepower times hours' which is a possible unit for energy stored.
It means for how many hours could you put out a force of 1 horsepower. Or how much horsepower could you put out for 1 hour. Of course you can devide it whatever way you want.
I'm sure it involves hamsters 😅
@@BiffaPlaysCitiesSkylines Hamster power hours then. But what does that tell us about the beavers relation to hamsters? Food for thought.
You need to think more about logistics, the storage, the time it takes to carry things back and forth
There'll be plenty of time for that in future episodes once the basics have been mastered and those things can be done right 👍
you really need to sort your big power wheel situation, they are not producing any porwer...just put some levees around it, it's cheap and very effective
You can't put a windmill right next to another one. 31:28
At 24:00, the path to the hauling post didn't connect up. Looks like it's down a level from where you tried to connect.
For a moment I thought you missed your Tea reference.
They need bad water extract in order to "relax" in the agora... Yeah, they're totally getting high in there. lol
That new hauling post isn't connected (the path doesn't connect) 😅
Please, set up (choose what stores in them) storages near explosive factories.
ever since i noticed shadows moving with camera i cannot unsee it :(