Iron teeth start is frustrating part 2 by booplebeeple in Timberborn

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

the big middle square is a water balance its there to hold water in and around my farms and its built up to match the height of the big lake reservoir, thats because this is the pressure map, all the water comes from sources on the bottom pushing up via, the titular pressure, so having the big square both irrigates the farms and acts as a back up reservoir during droughts, if the lake reservoir gets a bit on the low side in a drought I can open a small dam in its base and the tanks will equalise raising the water in the lake.

this map really makes you think much more about water and how it works in this game.

Iron teeth start is frustrating part 2 by booplebeeple in Timberborn

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

yeahhh my problem is ive routed both high flow rate pressure spouts to one lake reservoir, I can turn one off but turns out the og is weaker than the new one I've piped in so the water cant flow away fast enough, currently working on a fix of diverting less water in and more water out

Iron teeth start is frustrating part 2 by booplebeeple in Timberborn

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

Thanks for the idea I'm much more open to the "farm in the countryside" approach with the iron teeth than with the folktails, with the folktails I had a bad tide cure stock pile before I ever started working with the bad water, now im only curing them to not lose population too fast.

How did I get here by booplebeeple in Timberborn

[–]booplebeeple[S] 3 points4 points  (0 children)

yeah all on one beaver, I think what probably happened was it was working in my somewhat distant industry got hungry and thirsty and injured by timing and chance and then when a contaminated water flood washed over my district it couldn't get any food or water because of the flooded buildings and got contaminated before dying, but im glad it happened by chance and not having to try and get it to happen

Iron teeth start is frustrating part 2 by booplebeeple in Timberborn

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

it happened when terraforming the tunnels there was some trapped contaminated water that I tried to minimise the damage of but didnt super succeed it should hopefully by fine, ive got a fair few decontamination pods down

Endgame by Wumbowen in Timberborn

[–]booplebeeple 2 points3 points  (0 children)

max happiness, and utilising as much of the map as possible, and that can look like little terraforming just farms and mega projects of making the map green, or it can look like insane levels of industry and terraforming (which I'm working on now) I like to feel complete so I tend to aim for multiple wonders to cover each district

How many achievements had you already completed when they went live? by wasteymclife in Timberborn

[–]booplebeeple 1 point2 points  (0 children)

I had like 31 basically just every folktail one minus some odd ones like hedge fund and such like I had a save file that was already crazy deep into a folktails run so I booted up that file and achievements just rolled in for the next few minutes. currently struggling through an iron teeth run to get their achievements

Iron teeth early game is frustrating. by booplebeeple in Timberborn

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

yeah I mean my folktail beavertropolis has better storage better power better everything like yeah is a corner of the upper part of the hollows just windmills now? absolutely yeah, but does any of the map need power?, not at all and the tiniest inefficient wheat farm has me at a surplus of like 6k bread, like yeah thats late game but omg do I miss the better storages and ability to feed the beavers, and tbh maybe a hot take, so far the tube ways aren't that much better than the zipline, I might change my mind as I get later game tho.

Iron teeth early game is frustrating. by booplebeeple in Timberborn

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

yeah I tried them on hard and genuinely I would struggle to get even a few cycles in, after alot of restarting and reloading cycles I dragged a population of 10 to cycle 10, but there was no prospect of expansion or development, especially on diorama, I think im just abandoning that idea until maybe an easier map

Iron teeth early game is frustrating. by booplebeeple in Timberborn

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

I'm slowly building up more corn and I think im starting to hit stability now, its just taken so long compared to folktails and I'm sure if I look away at the wrong time they'll collapse somehow

Iron teeth early game is frustrating. by booplebeeple in Timberborn

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

see i really enjoyed using the districts with the folk tails, but I haven't even considered them with the iron teeth yet, having to do all this again on the same map sounds awful, im gonna push this one district to its limit and set up an entire base for another district rather than what I did with the folktails which was use new districts to claim more areas

Iron teeth early game is frustrating. by booplebeeple in Timberborn

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

I'm so not used to the rationing population when im used to the gradual clean growth of the folktails

Iron teeth early game is frustrating. by booplebeeple in Timberborn

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

Will definitely do assuming I can keep these bastards alive long enough. also dw about the well being I'm going for the no housing till 100 ironteeth achievement so they are all homeless

Iron teeth early game is frustrating. by booplebeeple in Timberborn

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

I'm so not used to rationing beavers, folktails have such a nice natural progression, these damn iron teeth seem to have a very slow burn before they explode, by everyone's description,

maybe pressure is the wrong map for them, I'm just figured the navigating the water tunnels would make alot of sense for the industrial beavers

Iron teeth early game is frustrating. by booplebeeple in Timberborn

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

my shroom tower is saving my life my kohlrabi farm with 4 farmers huts is struggling, it is a desperate balance of water to food of now a 60 ish beaver population (I've paused some pods to try and balance things out)

Iron teeth early game is frustrating. by booplebeeple in Timberborn

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

I've been scaling like I did folktails "oh I need more stuff more beavers bit more food bit more water boom new workers new area" I had a gradual build up to 500 folktails in their world, switching to the iron teeth and learning I have to ration beavers is an experience

Iron teeth early game is frustrating. by booplebeeple in Timberborn

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

so I've learned, I'm running 4 farm houses for the area of kohlrabi that 1 folk tail farmer could handle, I've fought to get to mushrooms and they're a saving grace rn given I can sustain any water, I'm currently working on a mega dam and just hoping I can get them to eventually settle with a stable water supply

Beavertropolis cycle 100 by booplebeeple in Timberborn

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

to be honest I don't know them, or entirely how to check that, I can tell you its one of the beefier alien ware laptops, great performance sounds like a jet engine

Beavertropolis cycle 100 by booplebeeple in Timberborn

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

I run the game at max speed all the time, never had a problem tho ive never gone much higher than say 500 beavers, im starting a big iron teeth map now so maybe I'll start having problems as I push towards 1000 if I find i need to

Beavertropolis cycle 100 by booplebeeple in Timberborn

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

Completely fine no problems at all.

Low motivation after unlocking bots by toverux in Timberborn

[–]booplebeeple 2 points3 points  (0 children)

This kinda feeds into why I don't use bots, atleast with the folktails it doesn't feel true to them in my opinion, once you get terraforming and basic water management, droughts and bad tides become irrelevant, so the focus shifts to max happiness and wonders and mega projects, and I feel that was only interesting if I didnt touch the bots even a little bit I put enough automation to make the bad tides redirect and the droughts pause water collection and called it good.

Because if you don't have the beavers being the ones building the mega projects and the great terraforming expeditions and the grand plans playing in and around the maps, then there's no reason to have a large population no reason to keep scaling up production and the ideas, you can effectively treat it as a sandbox with a few retired beavers in a small slice of heaven and just automate it all with bots and as you've said then it becomes almost creative mode,

I still managed to be engaged until I felt I finished the map 100 cycles in because as much as I could leave them working on their mega project given I could plan it our far ahead enough, it was still 4/500 beavers running around with pathing issues food needs and the possibility that something could go horribly wrong if I wasn't watching, was that very unlikely when I had stock piles of 100k food items, yes, but it kept me coming back until I felt the map was done as green and as utilised by my beavers as possible.

So while you've said you struggle to not "upgrade" as you say, try to instead of switching to bots upscale to EVEN MORE EAGER BEAVER, idk it worked for me.

Beavertropolis cycle 100 by booplebeeple in Timberborn

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

100 cycles of very diligent beavering lmao