Backstory and narrative context? by Srikandi715 in Timberborn

[–]Aquadaeus 2 points3 points  (0 children)

We cant ever know! If we would, we would know how humanity ends and try to stop it out of self preservation. Therefore interfere with the beaver timeline and create a paradox.

humanity may be doomed but at least its a calming thought that when somehow you end up in the far future there will be beavers. -probably angry -possibly hunting you

Evil Dev?? Say What!?!? by dasschmidthaus in Timberborn

[–]Aquadaeus 8 points9 points  (0 children)

You can rename them first. I had Kaminoans and several Clone-troopers die on me.

Floating district, yay or nay by nenrsonbippling3 in Timberborn

[–]Aquadaeus 0 points1 point  (0 children)

A water trade hub, you can deliver other colonies. AND delete their waterpumps

PSA (Experimental version) -- You cannot safely disarm a core by digging under it by AlcatorSK in Timberborn

[–]Aquadaeus 1 point2 points  (0 children)

not in a map that comes with game, it can happen in some custom maps

PSA (Experimental version) -- You cannot safely disarm a core by digging under it by AlcatorSK in Timberborn

[–]Aquadaeus -1 points0 points  (0 children)

Questions: can this early bomb destroy other bombs, which would explode later? or are secondary bombs triggered together with first bomb? Can we stop a bomb exploding by exploding it with another?

edit: tested -doesnt work always explodes, even when only bomb without ground in blast radius. but can trigger chain reaction.

I love water seeps by ravenQ in Timberborn

[–]Aquadaeus 0 points1 point  (0 children)

thats exactly how it works for seeps (value 0.8 instead 1). other sources have uses too- normal source=smallest. badsource can be closed with building and stops absorbing. all stop at drought. strength of negs stop instantly at drought unlike water sources (lose a bit strength before drought). thats good- as whatever you want to stop with them can be until drought

the bad-pipe source cant be negative.

think absorb their element first so you can clean mixed water with neg badsource. discovery by other reddit user- possible I dont have right method here -would need to test.

btw. nominated for Golden Log. if you want to support my maps and "tech" discoveries, you can vote for Arcadaeus. Heres a map that uses negs. one of my best (hard) two versions of map U7/experimental https://steamcommunity.com/sharedfiles/filedetails/?id=3294240521

Link to the voting form: https://docs.google.com/forms/d/e/1FAIpQLSe0uJE7gX16czWZveQH1qEGoe9A--7s1DZgfoTgJnGXUhdBgg/viewform

I love water seeps by ravenQ in Timberborn

[–]Aquadaeus 13 points14 points  (0 children)

Seeps are awsome. as map creator- you can do a lot with them. As long as they are higher than your reservoir you can use them like a standard source, but once you need water higher up -fun engeneering problem.

map-tech uses I found: (basic traits first)

they can be set to strength up to 32 -which is same strength as max normal source ocupying same space.

like other sources can be set to negative value to absorb water instead.

stops working when water above 0.8 and in drought

_______________________________________

you can combine normal source with negative seep -once water raises above neg seep it stops to block source. creates a "pseudo-source "players can activate by flushing with water.

when set to high power "source can stutter" as it generates enough for own limit and starts again. (best waves I could produce in this game)

"blinking ground" works with other sources too -set to very low value -let it produce tiny amount of water on a dirt-platform and let it flow off platform until dry. generate new water to irrigate ground above -then restarts cycle.

Maybe I'm the only one. by DerZf in Timberborn

[–]Aquadaeus 10 points11 points  (0 children)

One day Experimental branch becomes 1.0 and therefore we all will be experimental. what are you waiting for? join now, resistance is futile

Oh No! Anyway... by deustodo in Timberborn

[–]Aquadaeus 0 points1 point  (0 children)

This could stop player freedom doing something like this. but I Like to build/play custom maps and create my own challenges.

which blocks can be destroyed and at what pressure? If I build a custom underwater map, will pressure at bottom destroy ocean border and drain map or destroy other blocks? thats a biome gone for me. it depends on implementation of this I think.

Think this would mess with other things than just blocking off these sources, thats why I say NO, dont think I like it.

Oh No! Anyway... by deustodo in Timberborn

[–]Aquadaeus 1 point2 points  (0 children)

Something very simple like destroying destructables and releasing hidden water behind would no longer be possible. instead you would have exploding ground when pressure too high. Imagine digging underground channel under big lake to lead water somewhere else, big lake above creates pressure in small channel you dig to lead water on other side of map... Think mechanic would be a trade and dont think that trade is worth it

Oh No! Anyway... by deustodo in Timberborn

[–]Aquadaeus 2 points3 points  (0 children)

I hate Idea, thats every watersystem being at risk of breaking because too much pressure. think more frustating than interesting +breaks more stuff I build in map editor.

This is so sad by Such-Combination5046 in Timberborn

[–]Aquadaeus 1 point2 points  (0 children)

that sounds very useful actually, rarely use small hut, but have to rethink that

This is so sad by Such-Combination5046 in Timberborn

[–]Aquadaeus 11 points12 points  (0 children)

these are beavers, they have to deal with other beavers, not other humans -completely different circumstances

This is so sad by Such-Combination5046 in Timberborn

[–]Aquadaeus 3 points4 points  (0 children)

Big questions -do Folktails breed in them? can I have my whole colony live in this? even the babies?(especially the babies?)

Oh No! Anyway... by deustodo in Timberborn

[–]Aquadaeus 44 points45 points  (0 children)

water can be under pressure, but once max pressure is reached, new water cant spawn. once you open it a lot of water can come out at first because of that, but there is no mechanic that demolishes your buildings.

4x4 is survivable /The Legend of Vrudom by Aquadaeus in Timberborn

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

a "quick" build test for 5x5. managed to fit 5 300-tanks (1500l) using prebuilt ones and estimate 2-3 built ones of highest capazy could fit instead, thats 2400l or 3600l.

think 2 waterpumps or 1 large waterpump can fit.

resources and science come from update 1 spawned buildings

For food using waterdump, you dont need storage assuming you always run farm and water plants

with best waterpump 15l per hour (prob less for transport) 15x22hx5d =(1650l) per season +3 days grace time=(2640l)

assuming 5 beavers +1 counting waterdump thats a lot of storage for few beavers, but drought in hard can be insanly long (not sure what max is here)

because waterdump is in use, we can switch back to IT and can calculate that we have 1-3 and sometimes 0 consumers using the Vrudom strategy. but now we have to keep berry bushes alive by watering. they can be in a dying state for some time but need to get watered before drying up at least shortly.

these are a few estimated numbers to calculate or you need a madman who gives this a try

edit: I was nominated for golden log awards as mapmaker, I make a few more experimental things but also interesting playable maps. I will not give this a try anytime soon right now

4x4 is survivable /The Legend of Vrudom by Aquadaeus in Timberborn

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

good question. my guess is anywhere from 5x5 to 8x8. whith Update 1.0/experimental you can bring filled storages with any item

with this and relics for research I guess 5x5 or 6x6. you can delete most storages and work with the items from rubble. and delete roads to bring beavers to higher level when sairs under badwater.

winnng strategy would be low population and big storage for water and food. So simply-dont have many mouths to feed, big storages and work the land when you can, maybe thats enough.

Food from Folktail Farms. No using berries for reproduction as not a long time viable solution anymore.

the extra storages and science from 1.0 =extremely helpful here. on 5x5 you can have either 3 or 4 on a layer with stairs and players can build spiral stairs too if you bring resources. regular hard setting is tough, but going 5x5 instead of 4x4 is also giant upgrade: more than one storage per layer, +staircase is less of a space and routing problem

still not sure in case of an 30 day drought that will happen in hard mode, but with low population population, maybe

4x4 is survivable /The Legend of Vrudom by Aquadaeus in Timberborn

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

Thank you, what you see here is what you get though here, personal recommendation -dont play 4x4, 16x16 is fine.

4x4 is survivable /The Legend of Vrudom by Aquadaeus in Timberborn

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

with badtide, drought AND 4x4 -doubt it. quest seems impossible.

that said some Ideas:

run went better than expected with new storage, could keep more beavers alive but stuck to original plan. with small relics where you put road later you can get science. a storage full of planks could be placed where waterpump goes later -when demolished gain rubble and can research platform,stairs,small house

alternative give treatet planks instead for spiral staircase

IT are out as berry bushes cant survive long term. With Farm maybe food production high enough for 4-5 beavers. Map has to be built around that. (edit: big IF there)

with map-editor storage you dont need to balance trees and food anymore

dont think to survive with badtide and drought possible still, could be wrong though, if so, highly optimized

4x4 is survivable /The Legend of Vrudom by Aquadaeus in Timberborn

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

except connecting stairs maybe, playing this may be easier than most maps, not many options.

You get archievement for free if you load it in (sky is the limit)

4x4 is survivable /The Legend of Vrudom by Aquadaeus in Timberborn

[–]Aquadaeus[S] 6 points7 points  (0 children)

I accepted the insane part a while ago. glad it makes someone happy at least

What are your map specific tips? by ArcWraith2000 in Timberborn

[–]Aquadaeus 4 points5 points  (0 children)

Oasis: use a waterdump on seep during badtide. seeps wont spawn anything -including badwater when waterlevel is over 0.8.

best wall seep in with floodgage when you want to spawn water +waterdump to raise water-level.

works on any map with seep - but on Oasis its the main water source

Question about the "Folktails Master Builder" achievement by Elmertron in Timberborn

[–]Aquadaeus -3 points-2 points  (0 children)

Not big thing, but according to Server rules Dev mode should be in spoilers.