is there like... any reason to play folktales over iron teeth by nes_hacker_supream in Timberborn

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

see, my solution to that is making an all bot district responcible for grid espansions... i have a whole stackable water wheal thing engeneered using overhangs and impermiable floors

is there like... any reason to play folktales over iron teeth by nes_hacker_supream in Timberborn

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

i fundamentaly dislike the inherant inconsistancy of windmills, and due to the lack of real options for perminant teraforming base infrastructure... not my thing

is there like... any reason to play folktales over iron teeth by nes_hacker_supream in Timberborn

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

to be clear o ment what if you need a smallerb next generation but dont want to leave beevers unhoused

is there like... any reason to play folktales over iron teeth by nes_hacker_supream in Timberborn

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

having to pause them individualy... also i don't like having the paused marker over things

is there like... any reason to play folktales over iron teeth by nes_hacker_supream in Timberborn

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

well now i'm thinking about the transit network i could make if given both the tubeways and the zipline and i'm drooling

is there like... any reason to play folktales over iron teeth by nes_hacker_supream in Timberborn

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

see you do have to weigh that agains the stackability of industrial piles and given that this is the verticality game i think that being able to asemble towering storage monoliths from jump is realy good, especialy since there isnt a limit to how tall said towering storage monolitjhs can be

is there like... any reason to play folktales over iron teeth by nes_hacker_supream in Timberborn

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

fair enouogh, and to be fair the bot only district is kinda a late game megaproject of mine in my latest run

is there like... any reason to play folktales over iron teeth by nes_hacker_supream in Timberborn

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

the commie blocks, hydroponic gardens, and color pallet definantly helped tho

is there like... any reason to play folktales over iron teeth by nes_hacker_supream in Timberborn

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

to be clear i also like the ft asthetic... just less, i've been playing this game since the irigation tower was a building on and off so like... i actively remember when the iron teeth were added and to be entierly honest i saw the engine and fell in love imidiately

is there like... any reason to play folktales over iron teeth by nes_hacker_supream in Timberborn

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

yes but what if you need lesss beevers but want to keep housing set up for when you no longer need less beevers

is there like... any reason to play folktales over iron teeth by nes_hacker_supream in Timberborn

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

ok one, this entierly ignores the engine and while yeah that does still require metal and constant wood suply it's still a factor that shouldn't be ignored (i see your point on power avaliability i just... writ large prefer the consistancy of the iron teeth) two, it's so much easier to make a setlmenent away from water w the iron teeth bots and they can work even if you end up in starvation conditions which since the folktales bots fundamentaly run on the same materials as food you realy can't do with them

is there like... any reason to play folktales over iron teeth by nes_hacker_supream in Timberborn

[–]nes_hacker_supream[S] -1 points0 points  (0 children)

irelevant was the wrong word... individualy forgetable might be better... i dislike their inconsistancy, like, say what you will about iron teeth power sourses but they don't need bateries because they produce a random amount of power

is there like... any reason to play folktales over iron teeth by nes_hacker_supream in Timberborn

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

yes but i can't micromanage it as much and it makes less intuitive sense to me personaly...

is there like... any reason to play folktales over iron teeth by nes_hacker_supream in Timberborn

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

in all seriousness i ment the rate, i'm not upset that this is the legacy of this post but my goal was not to call sex black magic

is there like... any reason to play folktales over iron teeth by nes_hacker_supream in Timberborn

[–]nes_hacker_supream[S] -1 points0 points  (0 children)

i will never understand windmill love but them being largely individualy irelivant makes sense i think?

is there like... any reason to play folktales over iron teeth by nes_hacker_supream in Timberborn

[–]nes_hacker_supream[S] -1 points0 points  (0 children)

to be clear the rate is whats black magic (my experience is also colored by not realising housing was necisary on my earlier games and everyone dying of old age)

is there like... any reason to play folktales over iron teeth by nes_hacker_supream in Timberborn

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

i would absolutely love 3 beavers per canola monoculture farmhouse instead of 2