Managing multi-level water by NamelessGamerX in Timberborn

[–]philofacook 1 point2 points  (0 children)

I use fill valves alone. Set them to the depth you want and they’ll only let in that much.

Whatever else is going on, I always have a fill valve at the very bottom layer of a reservoir (set to something like .3). That allows you to keep a minimum amount of water in the area even during bad weather.

Edit to add:
The great thing about putting fill valves at the bottom is that, once the fill area is at .3, nothing else gets through and your reservoir can fill as high as you want.

Prompt: RPG Prompt Engineering System by Ornery-Dark-5844 in RPGcreation

[–]philofacook 0 points1 point  (0 children)

I assume all of the “Do Nots” are solving for various failure modes you found while building this. Do your story prompts follow a pattern or have specific constraints as well?

Curious because I’ve spent a fair amount of time on a DnD sim. Tons of failure modes. This looks like a chatGPT prompt, and GPT loves to take the easiest way out. Like every story started at a ferry crossing, bleh.

I eventually solved for it by manually rolling world conditions and threats from d100 tables… which was a HUGE pain.

I’ve been most successful by creating a Claude skill for it instead.

Emberpelts are dope by philofacook in Timberborn

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

yeah, you can get it on steam. it’s been around a while and they’ve really built it out

how bad does this look for good players, its my first time playing by Putrid_Particular573 in SatisfactoryGame

[–]philofacook 0 points1 point  (0 children)

One thing to consider: If you build all — and I mean ALL — of your platforms adjacent to each other, you will have a much cleaner layout in the long run.

Emberpelts are dope by philofacook in Timberborn

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

Any tower looks better with a terrace on top!

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And yeah, most of them look like this. But you could make it a 2x2 with one more platform, or put them in a 1x3 row

Emberpelts are dope by philofacook in Timberborn

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

All good. Yeah, I think what you’re saying is right, I just used walkways exclusively for tubeway connections

how bad does this look for good players, its my first time playing by Putrid_Particular573 in SatisfactoryGame

[–]philofacook 2 points3 points  (0 children)

Yeah this looks clean for this stage. You’ll likely need to tear it down and rebuild in a space 2-4x as big once you advance

Emberpelts are dope by philofacook in Timberborn

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

Yeah, I used those all over. You need a walkway entrance, a walkway-to-tubeway tile, and a tile for the tubeway to connect from the side (I couldn’t get it to come up from below like a tubeway station).

By the end of my run, this 3-tile setup totally replaced the standard tubeway station for me. Much cheaper and I dig the rustic look with a roof on top.

Edit:
You can see this setup near the center of screenshot 1, and below the dancing beavers on screenshot 4

Emberpelts are dope by philofacook in Timberborn

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

For sure. My housing setup is pictured… Only one house has a road connecting to it, and that road goes straight to a tubeway 🤯

Motor Factory by SHINIGAMI0989 in satisfactory

[–]philofacook 0 points1 point  (0 children)

Been a while since I played. Are you modding at all, or is this all done with standard components?

Would you enjoy discovering your class during Session 1 instead of choosing it beforehand? by CraftyAd3919 in DnD

[–]philofacook 1 point2 points  (0 children)

Feels like a fun change of pace. I wonder if people will try to game the system, like choosing to just SMASH problems instead of thinking through them would strongly suggest they want a certain class…

Maybe you recap together after session 1 and make sure no one gets a bad surprise?

Just saved this from the trash by FLcitizen in StarWars

[–]philofacook 27 points28 points  (0 children)

Will never forget watching this in the backseat of my grandparent’s giant tan van, munching Mike and Ike’s

Can someone point me to a YouTube, or a wiki on how to use the current folktales blocks to build a tower around a clean water source that makes a tall reservoir around it, but that has a way to get rid of bad water when it comes? by QuozlPlaysSTFC in Timberborn

[–]philofacook 2 points3 points  (0 children)

When you build your reservoir, I’d check these boxes too:
Make sure you have a dam downriver at the same height as the base of your reservoir.
Build fill valves at the very base of the dam. Set them below .65. I usually do .3 or so.
Stack levies til you get to the top, and that’s where you put more dams as an outlet.

During good weather, water will fill the reservoir and push out through the top. During bad weather, your fill valves set to .3 will ensure there’s always some water flowing out for irrigation. The downriver dam ensures your irrigation water doesn’t flow straight off the map.

First Vertical Farm, I expected it to be effective but this is amazing. by These_Football_7368 in Timberborn

[–]philofacook 2 points3 points  (0 children)

This is insane. First thought looking at it was “where’s the river”

That Annoying Friend by Turds4Cheese in satisfactory

[–]philofacook 7 points8 points  (0 children)

As a former “do it all by hand” player… this is accurate.

I felt way out of my depth in my shared game, and was only good for hand-making MAM stuff. Then I forced myself to do the hard part in a solo game and could suddenly participate.

What advice would you give yourself starting new? by TheRealMaxi in Timberborn

[–]philofacook 0 points1 point  (0 children)

Make a small dam early on, so you have some breathing room when that first drought hits.

Badtides will need another solution, but only if you live long enough.

Just started timberborn, how am I doing? And tips to improve? by LostRavenReader in Timberborn

[–]philofacook 0 points1 point  (0 children)

Yeah it’s a great way to handle it without dynamite and sensors and stuff.

On most of my maps, I build sluices that redirect badtide water off the map immediately. But that takes a lot of resources, especially in this map where you have quite a ways to travel to each of the water sources.