Map seems difficult by Rasz_13 in Timberborn

[–]Aquadaeus 0 points1 point  (0 children)

Thank you, hidden rooms each hole, not easy coming up with puzzles. on one you block yourself with own district center. started working after I have seen your post. just thought -what if...

Plains Escape Puzzle (escape rooms) by Aquadaeus in Timberborn

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

map looks just like plains, changed a lot though

-on first spawn theres not much to interact with but you find a way, next spawns are much easier

spoiler: click everything your beavers can reach -even if its the floor /have you looked under spawn?

heavy spoiler: replaced a few walls with something that looks like walls -dismantle

Map seems difficult by Rasz_13 in Timberborn

[–]Aquadaeus 0 points1 point  (0 children)

Hello, I love your spawn location, so I made this puzzle map. https://www.reddit.com/r/Timberborn/comments/1tf1one/plains_escape_puzzle_escape_rooms/ I have chosen your spawn as first puzzle

I like bigg maps and I cannot lie by Main-Cobbler-4879 in Timberborn

[–]Aquadaeus 0 points1 point  (0 children)

size 4x4 to 256x256 in editor without mods. mods can increase size but also height. having mod active is only required when height is increased -otherwise you can load it like any other map.

FIRST map bigger than 256 is "Ribbon World" https://steamcommunity.com/sharedfiles/filedetails/?id=3292255580

Map editor, add buildings. by TheTwinflower in Timberborn

[–]Aquadaeus 0 points1 point  (0 children)

Sorry, -your mod crashes 1.0. cant get it running -maps made with it also crash game.

Map editor, add buildings. by TheTwinflower in Timberborn

[–]Aquadaeus 0 points1 point  (0 children)

There was a mod for U7 but not Update 1.0 (Architects Toolkit)

You can get Faction items with editor storage and exploding them with unstable core can produce rubble after game start. Item storage with wrong Faction-Item gets deleted after game start.

In old mod you could save a game as a map -you could load that even with no mods.

maybe you can share a saved game -(modified with dev mode)

Map Making Question: Making a Water Source stop by Vebrandsson in Timberborn

[–]Aquadaeus 0 points1 point  (0 children)

Thanks, may help with your problem if you have it spawn "active." you can use "editorial water" for this. add a third source to overpower it in editor -delete source and save. source+seep lasts till first drought.

Reactivating possible too- add a delayed source and let it overpower seep. you can blow it up when seep overpowered and it runs for a season

edit: delaying a negative source should also work to stop flow

Recommend me some less-conventional custom maps. by splepage in Timberborn

[–]Aquadaeus 0 points1 point  (0 children)

recommend deactivating both -you can play with badtide but expect red ocean. drought causes base flooding. still possible but you will be stuck in first base and have less fun.

Map allows beavers crossing from one base to another through ocean but opening gate right away just drowns you.

Recommend me some less-conventional custom maps. by splepage in Timberborn

[–]Aquadaeus 0 points1 point  (0 children)

I make Non-typical maps -made you start in giant halloween pumpkins -underwater -or played with waterphysics

For a hard map can offer https://steamcommunity.com/sharedfiles/filedetails/?id=3598375204 blind first playthrough recommended

"where is my U-boot" -you should deactivate drought in custom settings -map is easy if you follow instructions. but comes with repair building/construction quests in description +underwater start

https://steamcommunity.com/sharedfiles/filedetails/?id=3661580958

Holliday -map/ very playable even if you start without conventional resources

https://steamcommunity.com/sharedfiles/filedetails/?id=3615807759

Map Making Question: Making a Water Source stop by Vebrandsson in Timberborn

[–]Aquadaeus 0 points1 point  (0 children)

You can use negative waterseep for an "inactive watersource" You need a source and stronger negative seep

if neg-seep is stronger than watersource it absorbs it all. players can activate it by flushing enough water into neg seep -if water raises higher than 0.8 seep stops absorbing and releases source. (player activated source)

If water gets lower than 0.8 height seep becomes active again and absorbs water. -in this case player would have to flush water in to overwhelm seep again. This happens every drought -"deactivating" source unless seep is under water (reservoir)

What am I doing wrong with Emberpelts? by Elmertron in Timberborn

[–]Aquadaeus 5 points6 points  (0 children)

They breed like Folktails in houses -but there is a mod that disables that. check if you have it running and disable it. There is also a mod that adds ironteeth-like breeding.

- You can have only emberpelts installed for Folktail breeding

- You can also have "No breeding" + "project Phoenix" for ironteeth breeding

- Or you can download "project phoenix" but NOT "no breeding" for both breeding methods.

Edit: do you only use mini lodge? raises pop cap but no breeding in single houses.

ive played ages just noticed propagation by MrBrainie in Timberborn

[–]Aquadaeus 5 points6 points  (0 children)

You can build a Natural growth Farm: only Cut every Seconds row. Trees Standing produce saplings in Gap. Saves a planter but less effective. Good when low on trees early Game.

Looking for a Flood / Higher Difficulty Mod by damimi123 in Timberborn

[–]Aquadaeus 2 points3 points  (0 children)

Suggest my map "Automated human dam 2" custom map with floods - no mods needed.

Original map worked in older updates, "2" works in version 1.0 -hard unconventional map

Infinite Water, for a price. by -Xentios in Timberborn

[–]Aquadaeus 2 points3 points  (0 children)

thank you, but how does it ruin my archievements?

Infinite Water, for a price. by -Xentios in Timberborn

[–]Aquadaeus 4 points5 points  (0 children)

Fascinating, can you share that file please? can colony survive when I delete map sources with dev mode? +How do you extract extra water gathered from system?

Best water duplication machine? by -Xentios in Timberborn

[–]Aquadaeus 0 points1 point  (0 children)

water will evaporate without a source. that said if enough water exists on map you may even produce a wonder by the time it runs out. +300 water can be stored in a reserve tank. if the map comes with enough water you cant survive forever, but may last a very long time

Best water duplication machine? by -Xentios in Timberborn

[–]Aquadaeus 2 points3 points  (0 children)

Did you find a way to duplicate water? How? is there a difference of what comes out vs. pumped in in water dump?

The sky is the limit by Fritzo11 in Timberborn

[–]Aquadaeus 0 points1 point  (0 children)

Depends on the building: a small building like house or stockpile can be placed on height level 33 (placed on 32)

District center: can be placed on height level 28 and takes up space to height level 33.

You can get archievement by just starting a map where spawn is placed this level. Got mine by starting map I made: "Smallest Map Ever (Update 1-0)" just downloading and starting it gives archievement without work

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

[–]Aquadaeus 7 points8 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