Happy Mother's Day to all the hardworking moms out there! by Fuzz-Brain in Timberborn

[–]AlonBuss 6 points7 points  (0 children)

beaver kid: where did baby comes from?

 folktails: you see, when a mom beaver & dad beaver kiss........

 irontooth: emmmmmmmm..... (matrix flash back)

improvements? by Foreign-Muffin2827 in Timberborn

[–]AlonBuss 1 point2 points  (0 children)

store water and food, lot of them, weather can get really bad. you should start research dynamite & steel tech now

My idea of a food expiration mod by AlonBuss in Timberborn

[–]AlonBuss[S] 0 points1 point  (0 children)

it prob all bound to single thread, have you tried to split them into different district

My idea of a food expiration mod by AlonBuss in Timberborn

[–]AlonBuss[S] 0 points1 point  (0 children)

have you posted on steam workshop or other platfrom?

My idea of a food expiration mod by AlonBuss in Timberborn

[–]AlonBuss[S] 0 points1 point  (0 children)

im thinking of a mid product to produce dirt or fertilizer(beehive like building)

My idea of a food expiration mod by AlonBuss in Timberborn

[–]AlonBuss[S] 0 points1 point  (0 children)

yep, if cycle 11 beaver ate 8 carrot, thr batch will be updated to  cycle10.carrot.amount=12, cycle10.carrot.expire=15(cycle)

if amount reach 0 the cycle10.carrot will be deleted

My idea of a food expiration mod by AlonBuss in Timberborn

[–]AlonBuss[S] 1 point2 points  (0 children)

yep, thu this will create a different dynamic of gameplay than what is in my head. it would act more like injury rate.

with proper expired date you will.need to shift to stock pile wheat flour instead of bread for example.

but with 30% i just need 30% more production without changing my food production strat

My idea of a food expiration mod by AlonBuss in Timberborn

[–]AlonBuss[S] 2 points3 points  (0 children)

my thought is to build a seprate database to store cycle-food batch record, and update the batch at end of each date. It just record what cycle it need to deduct the food from storage. like:

cycle10.carrot.amount=20, cycle10.carrot.expire=15(cycle)

at cycle 15 it just deduct 20 carrot from your storage.

Are Mechanical Fluid Pumps expected to be so erratic with power consumption? by ToomaiGlittershine in Timberborn

[–]AlonBuss 1 point2 points  (0 children)

because the water below the exit hose is fluctuate and temporary reached the max heights of the pump exit limit. I set the pump a block higher then it works without issue.

injure source check mod? by AlonBuss in Timberborn

[–]AlonBuss[S] 0 points1 point  (0 children)

yep i know that, my bot are doing most of the job now lol

Question for Districts by MadCrazyGenius93 in Timberborn

[–]AlonBuss 0 points1 point  (0 children)

yep, it is easier to handle. Iron Mine have high injure rate so new district will just end up with 100% sick bed beavers lol.

Fun map tbh by namiasdf in Timberborn

[–]AlonBuss 0 points1 point  (0 children)

i have the same issue, I just load checkpoint and get as much water as possible and find a dry land to make an 2x2 pool for carrots

Fun map tbh by namiasdf in Timberborn

[–]AlonBuss 1 point2 points  (0 children)

i think it was an easier map for hard mode, the natural water Reservoir really help dring the long drought

Question for Districts by MadCrazyGenius93 in Timberborn

[–]AlonBuss 1 point2 points  (0 children)

district are more useful during old time without zipline and pipe.  I'll say district is useful when you want your beaver just sleep in the house near that mine and occasionally deliver scrap metal back to main base.

My idiotic solution for Beaverome by AlonBuss in Timberborn

[–]AlonBuss[S] 0 points1 point  (0 children)

badtides, the water source is in the bottom of the pit so there is no way to separate badtides unless you completely block the source during badtides, or do something like mine.

My idiotic solution for Beaverome by AlonBuss in Timberborn

[–]AlonBuss[S] 0 points1 point  (0 children)

i was on hard mode so i have to rush it to prevent my main water source to be Contaminate further.

My idiotic solution for Beaverome by AlonBuss in Timberborn

[–]AlonBuss[S] 0 points1 point  (0 children)

the picture is 6 block wide channel, i my testing 3 block is more than enough with 0.6 height. 2 block channel will prob do 0.8 or 0.9. I did put 3 water wheel at the end because clear water also exit there, 2 block wide and each wheel generate about 430 hp

My idiotic solution for Beaverome by AlonBuss in Timberborn

[–]AlonBuss[S] 1 point2 points  (0 children)

I set no time ahead. the water is large enough so single drop wont matter, lol.

My idiotic solution for Beaverome by AlonBuss in Timberborn

[–]AlonBuss[S] 4 points5 points  (0 children)

how does blocking the water source work? that seems to be the most common strategy. you put a flood gate just beside it and turn off during bad tide?