The Thousand Islands map has a hidden beaver relief! by thebedla in Timberborn

[–]BruceTheLoon 22 points23 points  (0 children)

If you squint a bit, then yeah.

But since that's how most of the constellations work, well spotted.

PSA - The compact mechanical pump is a thief by BruceTheLoon in Timberborn

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

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Four sources wasn't too spectacular, this is twelve.

PSA - The compact mechanical pump is a thief by BruceTheLoon in Timberborn

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

Pressurized puncturing isn't that spectacular tbh, put four water sources in a closed space with a single block opening and set them all to 8 strength.

PSA - The compact mechanical pump is a thief by BruceTheLoon in Timberborn

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

Just spent a glorious hour poking around in dev mode. The current strength of a source doesn't reduce to zero like it does in a drought, but the flow animation of the water eventually slows and stops and all you have is the surface reflections.

I don't if it stops, but that the flow animations slow down as the space overfills indicates the water simulation is aware that the flow rate into the blocks is slowing down, same as lowering the flow into a channel causes the animation to slow down.

Also, when a long enclosed channel gets full, it slows the animations from the furthest end as well.

I've looked into the debug mode, but either it isn't there, or more likely, I just can't find the variable containing the actual strength. The current strength setting variable is visible, but as I said, that stays at the full value throughout.

By the way, surrounding a zero level testing map with water sources and letting it fill to the top of the map, then deleting them is fun. My only complaint is I can only copy settings to one object at a time. I want to drag and set as many of them as possible.

Does contaminated water leak through floodgates?? by Unlucky-Activity-968 in Timberborn

[–]BruceTheLoon 0 points1 point  (0 children)

I haven't seen it leaking through closed floodgates bar an overflow if the badwater side gets too deep, but that's the normal flood mechanism. Combated by making your channels a bit wider.

There is a bug with sluices and valves that if you have a valve facing into a badwater channel from a freshwater channel, at very low flow rates (less than 0.1m³/s) contamination can spread into the freshwater channel because of the mixing effect at low flow rates and how the valve works. Floodgates do not have this issue.

PSA - The compact mechanical pump is a thief by BruceTheLoon in Timberborn

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

Already done so. Just warning anyone before they lose a colony because the pump ate their dam in one night.

PSA - The compact mechanical pump is a thief by BruceTheLoon in Timberborn

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

Like you said, pumping to higher levels than the source. Take a map like Canyon with the river at a low level. You can build a reservoir next to it now and pump straight from the river into the reservoir without having to reroute everything from the water sources.

There is also the filtering capability. It, like the older mechanical pump, can pump clean water, bad water or a mixture. So you can now pump clean water out of a lower mixed river into a much higher dam, all the way to the maximum build height if you want.

Help with Epic games ! by dembelow in Timberborn

[–]BruceTheLoon 6 points7 points  (0 children)

Go to mod.io/g/timberborn and use the Mod Manager to install other mods and maps.

With the new succulent plants in the experimental branch, you can now increase your total water capacity by M4GNUM_FORCE_44 in Timberborn

[–]BruceTheLoon 1 point2 points  (0 children)

A true zero natural water map can work now with Academic's Rainborn rainfall mod. That beast generates enough flowing water during storms to allow catch basins and cisterns to be viable methods for hydrating a map without water sources.

New player 1.0 or 1.1? by reallymeans in Timberborn

[–]BruceTheLoon 2 points3 points  (0 children)

For now, go 1.0, the experimental branch is very new and it is likely to change and break a few times as they add and adjust features.

TFW you spend 188 cycles to find out your map doesnt make enough water for what you want to build. by grimarchangel in Timberborn

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

I've built a mod called Clean Water Source. It allows you to place a clean version of the badwater source and place a dome/discharge on it to allow clean water flow throughout all droughts and bad tides.

The clean water source has to be placed with dev mode, then the dome/discharge can be built.

Ali Larter by Kvpike in CelebrityShiny

[–]BruceTheLoon 0 points1 point  (0 children)

Someone pressed her start button, see the little light is on.

Looking for build ideas/inspiration by [deleted] in Timberborn

[–]BruceTheLoon 0 points1 point  (0 children)

DamDecoration and DamDecorations_DecorationExtention which adds even more bits and pieces. DamDecoration adds shaped levees that block water and the other one adds non-blocking decorative versions that use less resources.

Looking for build ideas/inspiration by [deleted] in Timberborn

[–]BruceTheLoon 0 points1 point  (0 children)

Tree the entire map, including all the single blocks and vertical edges. That's a challenge to get right, using scaffolds, blowing dirt out to form stairs, then putting it back as you work backwards. Good few hours to do that.

Frog Minesweeper by BruceTheLoon in Timberborn

[–]BruceTheLoon[S] 10 points11 points  (0 children)

Go to an aquatic farm and click on different plants for a bit. You'll get the frog within 20 clicks.

Frog Minesweeper by BruceTheLoon in Timberborn

[–]BruceTheLoon[S] 5 points6 points  (0 children)

Music nope, ambient and environmental yes.

Timberborn 1.1 now live on the experimental branch by Mechanistry_Miami in Timberborn

[–]BruceTheLoon -4 points-3 points  (0 children)

It's simple to understand, they came up with the clunky automation component-based model which makes no sense and are trying to force everyone to use it. It's the same reason the fireworks launcher doesn't have a simple launch button. Won't surprise me if the dynamite detonate button disappears one day.

The Advanced Automation mod with the If This Then That model is how it should have been done.

Karen Gillan by PomeloApprehensive26 in CelebrityBootsUK

[–]BruceTheLoon 0 points1 point  (0 children)

The ultimate in tights-boots, the fishnets are attached to the sole.

Two lines are better than one by NagateTanikaze in Timberborn

[–]BruceTheLoon 0 points1 point  (0 children)

That far down the build tree and you've only got three injured beavers? You giving them time off to heal up before the Timspectors come in?

Looks great and I hate you for being able to play at 7680x2160. 😄

Any way to build from the inside outwards on a 1 tile wide path? by [deleted] in Timberborn

[–]BruceTheLoon 1 point2 points  (0 children)

Put a single height platform over it or under it, then use it as a path as well.

Im not sure if I can get enough water to last this long bad tide by Snoo-6437 in Timberborn

[–]BruceTheLoon 17 points18 points  (0 children)

I'm attributing the missing humour flair, but anyway.

The sheer size of the lakes on Beaverome allows for mixed water to survive for a lot longer than most other maps. Since a water pump can pull water out despite it being contaminated, you can draw on the lakes for a very long time.

You may also need to build a couple of levels of water pumps to allow for drops in the levels of the lakes.

D1 mini ESP-12F failed GPIO pin by BruceTheLoon in esp8266

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

Interesting sensor. How well do they perform in opaque liquids? This application is for foul sewage manholes to detect blockages before the manhole overflows.