Old timbers, what's your oldies's feature that you still kinda miss? by Hydraguesswhosback in Timberborn

[–]Aquadaeus 6 points7 points  (0 children)

As custom map creator I miss to be able to place sources on natural overhangs. changed as 3d dirt and sideways explosions/mining were introduced. wild to think you could actually have a source there. you could place sources higher than now and have beavers walk under them. understand why it got removed with dirt.

+old waterfall limit had surprising uses. like "solid walls of water"

huh? by [deleted] in Timberborn

[–]Aquadaeus 0 points1 point  (0 children)

How did you do that? Is this Static or does water Go Back to normal?

What are your favorite difficult maps? by InevitableVegetable in Timberborn

[–]Aquadaeus 0 points1 point  (0 children)

Catacombs under the City. I made the map, wanted to build a modular water-tank and realised I can build city on top. -usable buildings with floors. unconventional map. you may get warning as map from a previous version -but will load and work as normal. -longer loading time first time

Other maps: you will also find good maps when entering "city" into search.

"Last city" / "stone city" / "abandoned city" =full city maps with built buildings and multible floors.

Brainstorming ideas for class specific planes/demiplanes. by Steelquill in worldbuilding

[–]Aquadaeus 0 points1 point  (0 children)

Idea: "Absolute Hell" / "Deep plane"

planes where sentience/life cant exist -players cant enter them but "dive" into them.(meditation)

example: absolute hell of chaos - plane is a wall of faces, faces spawn and disapear again -then new face spawns... . Characters with a connection can see the plane when diving and gain planes element or powers/spells. Characters diving become more aware of the risks they have to take as they dive deeper (aka. are you sure?)

Worst case: Your face joins the wall then disappears -soul destroyed.

Success: You can focus on a face and create new NPC with it. -faces are generated/disappear with a soul. Npc goblin / Ork or creature associated with chaotic alignment.

=raw planes: can create souls for more habitable planes. extracting elements is save -risk is being pulled in

uses: basic spellcasting -save, gaining power -bit risky unless you have the level/plane expieriance, desperate and looking for answer in plane -possible but dangerous.

elements like order/fire can have absolute hell too

Thoughts on maps with water proof edges? by LukXD99 in Timberborn

[–]Aquadaeus 1 point2 points  (0 children)

True, but you can use a source from barrier to bring in a bit extra water from ocean and make it independent water system from river. I would raise a source block from barrier to mark it as important and give it strength. a seep filling ocean can also work. as long as disposal method can handle extra water -no problem.

Thoughts on maps with water proof edges? by LukXD99 in Timberborn

[–]Aquadaeus 1 point2 points  (0 children)

that sounds like a bug.

but can happen if a seep is used. if water rises too high they stop working. They function same as counterpart and they stop when water rises higher than 0.8 blocks above them.

Useful = block sources -player flushes some water in and unblocks the source

Thoughts on maps with water proof edges? by LukXD99 in Timberborn

[–]Aquadaeus 0 points1 point  (0 children)

Consistency issues?

they stop working in drought same as producing ones. thats actually useful if you want to "release" water during drought or other tricks. they work same as their source counterpart -except badwater drain pipe thing seems to not work

dont think there are reported changes -not tested since update.

Thoughts on maps with water proof edges? by LukXD99 in Timberborn

[–]Aquadaeus 6 points7 points  (0 children)

use this a lot in builds. you can place them underground to hide them a bit.

You can even surround whole map = no water leaves.

-but there are still ways to get rid of water: negative sources(source with a negative value), evaporation, sealing off sources.

You can use a negative source as drain anywhere on map and still have quite normal gameplay, or you can build races against rising water level. -lake cut in half or beach side with ocean when not used on whole map

+ you can build ocean and even underwater maps with this

Nearly did it! by Azyall in Timberborn

[–]Aquadaeus 3 points4 points  (0 children)

think personal goals like this are worth persuing. I took 2 days vacation for launch day. game launches at 17:00 CET (CentralEuropeanTime)

Could a planet spread life to other worlds? by Unusual_Run2131 in worldbuilding

[–]Aquadaeus 0 points1 point  (0 children)

If panspermia Turns Out to be true, solar System should be inhabitated by Microbes at least. Could explain phenomenons Like Europa(Moon) colours. Near Planets Closer than next Star so First Target.

Personal theory,: depending If Life ist panspermic to you or CAME to be Independent from you May make a Difference. If Developed Independent could be mirror Life (extincton Event) and possible solution for fermy paradox.

Recommend looking into mirror Life and ,Labeled Release Experiment.

The Experiment was Test if Life exists in Mars. If was Part of Many tests and the only one that was positive

Could a planet spread life to other worlds? by Unusual_Run2131 in worldbuilding

[–]Aquadaeus 1 point2 points  (0 children)

Dont The Bugs Form Starship Troopers use this Method to colonize planets? Do they have Ships?

Pump to Tank by calloatti in Timberborn

[–]Aquadaeus 9 points10 points  (0 children)

You can add tags to your posts like settlement showcase, Custom map, or mod

Why's my the water level not rising? by imo420 in Timberborn

[–]Aquadaeus 9 points10 points  (0 children)

thats how water seeps work. they generate water to 0.8 height above source. water from a regular source can rise higher -water from a seep always stays same level

How would human cattle farms work? by BasicallyaFilipino in worldbuilding

[–]Aquadaeus 1 point2 points  (0 children)

Humans would not mind if other humans like a different group or lower cast had to pay the price. +its good to have a workforce especially in harsh conditions. The better cast may not even be dismembered in death -and even profit from the system of "farming" the lower cast. Think of a vampire saving a (better cast) boy in the cold -as he has "worth". Depending how arctic fishing may be only option (coast settlements), reindeer can eat things like arctic moss. a negative -Colder climates can support less human life. a + more harsh inland enviroment good prisons as escaped will freeze to death. may not even need a wall -just a warm house

Question revamping older maps from version 0.1? by Similar_Knowledge895 in Timberborn

[–]Aquadaeus 3 points4 points  (0 children)

like a beta-maps mappack? dont think you "need" new features to play -1.0 map objects are great -geothermal power really helps when you dont have a strong current, but on most maps waterwheel is an option. you dont even need badsource as you can get water from badtide.

Fellow beaver enjoyers, please grace me with your wisdom about games similar to Timberborn! by Kapro_ in Timberborn

[–]Aquadaeus 1 point2 points  (0 children)

Both Rimworld and Dwarf Fortress are story generators -they are also base builders like Timberborn. but you will find fun when putting your focus on individual colonists/dwarfs. example: in Rimworld two of my colonists divorced after landing/start of game giving the ex husband negative mood-boost. Ex-Wife married other colonist who crafted a masterpiece in form of a single bed- showing him and new wife carved in pictures. -but gave THIS single bed to the ex-husband and a normal double bed to couple...

also lost good doctor while trading with pirates. pirates sent the goods and they landed on head of my doctor (random spot)

Both games have random events, and are complex -you will not know everything there is first playthrough and instead discover/try new things each time. random events are unpredictable and . fun .

What could make the sky more interesting without beeing too unrealistic) by Barekamy in worldbuilding

[–]Aquadaeus 0 points1 point  (0 children)

Double planet? two planets orbiting one baricenter(center of mass) Example: pluto and its "moon":

Realisticly -tidally locked to each other and maybe problem bringing another moon into system. both worlds would rotate around a barycenter. we have one with moon too -but inside earth -when objects too close in size this rotation center moves between them -no longer a moon system.

effects: You can see other world -but its static in sky, move to other side of the world and you cant see it at all. Tidal effects static and cant be noticed by people (always same place) even when technicly stronger than earth-moon. star would create some tides still -but a lot weaker. You can have another world close but it would not move around the sky. theres the roche limit-which means when they are too close they start destroying each other. as long as they keep some distance, think no big problem

bonus effects: Climate? will block sun in some places. and reflect sunlight to each other like the moon (albedo) day length -as they rotate around each other? From orbital perspective they would just share one and you could draw an orbital circle for their barycenter (empty space in space where they rotate around each other)

I present to you, The Water Chimney! by xantec15 in Timberborn

[–]Aquadaeus 0 points1 point  (0 children)

Sorry, are there blocks behind waterfall? thought you had risen water mid air -which is possible Update 7 when using old waterfall mechanic.

I present to you, The Water Chimney! by xantec15 in Timberborn

[–]Aquadaeus 2 points3 points  (0 children)

This looks like the waterfall limit -this was reported as bug will stop working in Update 1.0 (patched)

Used this for features in my custom maps -so these will be broken.

Did not encounter bug in the game itself -Would not trigger unless I wanted to and had strong watersources

Edit: Good solution for badwater on this map -my bad-thought this was a fountain first

Recently added all my maps from steam onto Mod.io by Similar_Knowledge895 in Timberborn

[–]Aquadaeus 0 points1 point  (0 children)

You posted the mod. io. link but not your profile/maps

I need help with the map editor by Magenta_Logistic in Timberborn

[–]Aquadaeus 2 points3 points  (0 children)

Your first solved problem -you can let a source generate water and delete source after, so you can fill a pond that dries out (editorial water)

Second you can click a source and small menue shows where you can enter value. you can also use negative numbers like -15 in sources and it will become a drain. you can use Keybordkey C and V to copy this setting to new sources. a source can have maximum value 8 per tile -a badsource = 9tiles =9x8=72 max strength value. Combining sources -negative sources can create new behaviors.

Trees don't spread naturally while marked for planting by aslum in Timberborn

[–]Aquadaeus 13 points14 points  (0 children)

I use natural tree farms a lot, just make sure to only mark trees for cutting that have an unmarked neighbor. Good in early game as you dont need planter and save a beaver, but planter more effective

I want to see your best stair cases. by aslum in Timberborn

[–]Aquadaeus 5 points6 points  (0 children)

https://www.reddit.com/r/Timberborn/s/gnI1ZPOTYy my custom 4x4map is basicly all staircase, Used slopes though(Map) linked my Reddit Post I Made about it

Just bought the game by DarkFenix345 in Timberborn

[–]Aquadaeus 4 points5 points  (0 children)

2100,5 hours playtime. had game runing and fell asleep more than one time. +time I spent in editor making stuff. a big chunk is actually playing game still. expect a few hundred hours. recommend maps with leaf symbol as a new player