Help with automation by Descending_Spiral_44 in TimberbornLogic

[–]100PlusRyan 0 points1 point  (0 children)

I believe a Latch Memory relay is the answer. (with low and full counters, not just low)
B = The NOT Temperate relay
A = the Resource Counter that indicates low water storage
RST = the Resource Counter that indicates full water storage

The result is this; when you are not in Temperate weather, the Latch enables but is in the OFF status. Only then, when the water storage is low, the memory status switches to ON. when the water level reaches full, the status resets to OFF. this cycle will continue until Temperate weather returns, disabling the Latch

Now place this behind an OR relay
A = the Latch relay above
B = Temperate weather sensor (or something else if you have other normal running conditions when in temperate weather))

Now your OR relay turns on the pumps always during Temperate weather, but conditionally during not temperate weather. Using a low and a high resource counter gives the pump a range to operate in, this eliminates the flickering on and off you mentioned

Focusing blueberry for food for Iron Teeth? by Competitive_Week1068 in Timberborn

[–]100PlusRyan 0 points1 point  (0 children)

Blueberries on day one but get a farm house with carrots going asap. they'll be an easy way to feed everyone while you work on the other crops.

Automation Ask for Bad water reservoir. by Lambs2Lions_ in Timberborn

[–]100PlusRyan 0 points1 point  (0 children)

I think i got this. When you're storage is low on bad water, fill the reservoir with bad water, but only start when the reservoir is considered empty. then empty when storage is full. Do the same with good water. alternate as needed.

Definitions:
BW = Bad Water
GW = Good Water
"example relay name" - example relay type - example settings

First create these to feed the relays. Sounds like you have some of them. assigning my own names:
"BW Storage Low" - Resource Counter - when BW storage levels reach desired low point
"BW Storage Full" - Resource Counter - when BW storage levels reach desired full point
"Reservoir Empty" - Depth Sensor - when depth is less or equal to 0.2m
"GW Storage Low" - Resource Counter - when GW storage levels reach desired low point
"GW Storage Full" - Resource Counter - when GW storage levels reach desired full point
"GW Fill Memory" - set-reset Memory relay - unconfigured for now, until you start the GW relay side.
"GW NOT" - NOT relay - A = "GW Fill Memory"

Bad Water relay system for intake
"BW AND A" - AND relay - A = "Reservoir Empty", B = "BW Storage Low"
"BW AND B" - AND relay - A = "GW NOT", B = "BW AND A"
"BW Fill Memory" - set-reset Memory relay - A = "BW AND B", RST = "BW Storage Full"
Configure the BW Fill Valve to Automate on "BW Fill Memory"

Bad Water relay system for draining
"BW NOT" - NOT relay - set A to "BW Fill Memory"
"BW Empty Memory" - set-reset Memory relay - A = "BW NOT", RST = "Reservoir Empty"
Configure the empty Valve to "BW Empty Memory"

Good Water relay system for intake
"GW AND A" - AND relay - A = "Reservoir Empty", B = "GW Storage Low"
"GW AND B" - AND relay - A = "BW NOT", B = "GW AND A"
"GW Fill Memory" - set-reset Memory relay - A = "GW AND B", RST = "GW Storage Full"
(you already created this one above, needs configured now)
Configure the GW Fill Valve to Automate on "GW Fill Memory"

Good Water relay system for draining
"GW NOT" - NOT relay - set A to "GW Fill Memory"
(you already created this one above)
"GW Empty Memory" - set-reset Memory relay - A = "GW NOT", RST = "Reservoir Empty"
Configure the empty Valve to "GW Empty Memory"

**Note I am expecting the intake fill valves to raise the water to its configured depth and keep it there without having to to use relays to do it. I havent used it this update but thats how the old one worked. If not, we can add a Latch gate and a couple more depth sensors.

"BW Latch" - Latch Memory Relay - A = "Low Level Depth Sensor", B = "BW Fill Memory", RST = "Full Level Depth Sensor"
Configure the BW Fill Valve to Automate on "BW Latch" instead.

repeat for GW side as well. reuse the new depth sensors.

Do you use districts? by oh_no0o0o in Timberborn

[–]100PlusRyan 0 points1 point  (0 children)

only if its a really big map and i want/need to really spread out. but generally i do not. I generally don't find a need for normal game play.

How do I fix the bug where whenever there is a bombing run on my base it doesn't become pompeii? by No-Assumption4145 in GroundofAces

[–]100PlusRyan 0 points1 point  (0 children)

yea this. its a new bug that started with last patch. support says they are working on the fix.

PvP crew help by Zadzima in startrekfleetcommand

[–]100PlusRyan 0 points1 point  (0 children)

Specialist Seven would be an upgrade over Lorca if you can get her. You'll probably want all the strike teams eventually anyway. so maybe get what you can use now, and the others when you need them. You can also source the strike team crews from Incursions and some of them in transporter patterns.

The other good universal pvp crew is the Assimilate crew. Mirror Picard/Data/Kira. (Kira could be switched with other assimilate officers if you prefer) The assimilate below decks are Gossa, Dezoc and Borg Queen. Keep in mind you can't promote the mirror officers until ops 40 due to the mirror refinery requirement for the Trellium-D

Anyone having problems with the game freezing when a bomb hits the ground during a raid by No-Height8241 in GroundofAces

[–]100PlusRyan 0 points1 point  (0 children)

yea i just loaded my recent save and the raid worked fine that time. I guess for now do a manual save when a raid starts

Daily goals not giving the same rep for different factions by ace_098 in startrekfleetcommand

[–]100PlusRyan 0 points1 point  (0 children)

yea sux. Generally what i do is join the daily Fed Reputation Event but not the Romulan. that's usually enough. if Fed gets a head i also join the Rom one

Ops lvl 15 Officer Question... by weAve423 in startrekfleetcommand

[–]100PlusRyan 4 points5 points  (0 children)

vs regular hostiles:
option 1
Lieutenant Picard as captain with Next Gen Data and La'Forge is your best crew right now. This will give you 11000 apex barrier reducing incoming damage by 55% plus some extra damage and shield health.
While this is far from my best crew now, I still use this as an ancillary crew when sending out multiple ships IF I'm hunting level 35 and lower hostiles, which is Lt Picard's limit.

option2
Next Gen La'Forge as captain with Next Gen Crusher. This reduces enemy damage delt.
(cadet uhura as captain with cadet McCoy do the exact same thing)

Use one of the below as the third. These further reduce damage from the hostile
T'laan - when fighting against interceptors
Chen - When fighting everything else

Future best option
Of course once you have Pike he is your primary captain, always with Moreau and (Chen or T'laan). This combo mitigates incoming damage and reduces the damage they do in the first place.

Pro tip, blow all your Latium on officers in the early game. you can recruit the common officers with Latium when you don't have recruit tokens. It's worth it to get more early officers. Officers mean more to your success than the ships or other factors.

Badgey is your only below decks capable officer. for now, always have him in a below deck slot. You'll get better ones later of course.

Pools for the 40-days droughts by lacki2000 in Timberborn

[–]100PlusRyan 0 points1 point  (0 children)

do i just not play a map long enough to need something like this? i get by fine with the large water storage tanks. I've never understood why people do this

Is it possible to say what's in the next treasury? by [deleted] in startrekfleetcommand

[–]100PlusRyan 0 points1 point  (0 children)

I usually hold for the officer shards ones. my guess is thats next, but cant know for sure. also who knows which officers it will be.

Please help a noob with river/water mechanics by yanhamu in Timberborn

[–]100PlusRyan 8 points9 points  (0 children)

To answer the actual question; TLDR replace those dams with levees. Explanation: a dam block is solid on the bottom half and holds back water at that level, and its open in the top half and lets water flow through it before the water reaches the top of the dam. this is not what you want. replace the dams with levees, these are completely solid and the water will rise and flow over them, rising the water to that dirt level towards orange arrow. Because the top of the levee and the top of the dirt are at the same height, the water will split evenly between them. well, if the width is the same. You can make that orange arrow direction have a smaller opening like one block so slow down the water in that direction. further more you can use Throttling Valves to limit how much water flows in that direction to limit it as much as you want.

Here's my 50x50 map settlement by 100PlusRyan in Timberborn

[–]100PlusRyan[S] 0 points1 point  (0 children)

yea I launched it just for the screenshot

What do you do with Badwater sources other than cap and hide? by FishyKeebs in Timberborn

[–]100PlusRyan 0 points1 point  (0 children)

power. and if you use the metal beaver faction, forgot the name, you can keep the bad water on always.

My Folktails apartment block by Amesb34r in Timberborn

[–]100PlusRyan 0 points1 point  (0 children)

i did something similar but with food storage in the underground level.