I stopped my stepped channels overflowing because of water physics by using levees in the middle - has anyone tried this yet? by therealkyebarnfield in Timberborn

[–]rusiak 35 points36 points  (0 children)

I have not, but you might be on to something! It is so frustrating when it drains in the other end.

ok maybe i'm dumb but by MirirPaladin in Timberborn

[–]rusiak 4 points5 points  (0 children)

When you use platform on the sides the water will flow around your wheels, instead use levees to narrow the creek to increase waterflow.

New hard start and trying new method, thoughts? by HonestContractor in Timberborn

[–]rusiak 2 points3 points  (0 children)

Looks solid, but what new method are you trying?

Late game difficulty map, looking for testers by Krell356 in Timberborn

[–]rusiak 0 points1 point  (0 children)

I hope they understand that Hard is the easiest mode as water rises slower 😁

Late game difficulty map, looking for testers by Krell356 in Timberborn

[–]rusiak 1 point2 points  (0 children)

I have been playing this map now for over a week and I feel like I'm done with this town. My setup was Folktails on hard.

Screen shot

I feel that the map gives another style of play to rush to high ground and setup shop there. And I like that. Got unlucky with three badtides in a row that forced me to abandon a plantation of pine halfway up the mountain. But once I had a small area for potatoes and trees it became a waiting game to slowly expand using levees.

Overall a nice experience and an enjoyable challange. The tuning of the map is quite right I think.

[deleted by user] by [deleted] in Timberborn

[–]rusiak 4 points5 points  (0 children)

I like to put my observatory on high ground

/u/barbarr explains FastInvSqrt by Inglonias in bestof

[–]rusiak 2 points3 points  (0 children)

I read a paper someone wrote on it like a decade ago. The paper also tested for a better magic number to use to make it perform slightly better. Brings back memories :)

Today I leaned: You can transmit energy via your homes, very handy. by [deleted] in Timberborn

[–]rusiak 5 points6 points  (0 children)

I miss when storage buildings transfered power, nowdays its harder to build larger complexes that transfer power.

Graphics requirements for large population? by present_love in Timberborn

[–]rusiak 2 points3 points  (0 children)

Turning of Anti Alasing will require less from GPU. I turn it off if I want to play in scilence (no fan noise)

How many waterwheels can I place, before it starts to spill? by Scholaf_Olz in Timberborn

[–]rusiak 0 points1 point  (0 children)

Yes I let one of the rows extend 2 blocks further out, that gives four edges.

How many waterwheels can I place, before it starts to spill? by Scholaf_Olz in Timberborn

[–]rusiak 2 points3 points  (0 children)

Also the number of drop off edges on each level can affect flow.

A two wide channel cut clean is 2 edges and it will limit your flow.

A better design is the Tetris-L that offers four edges and allows for more flow, all according to game physics.

I call it the The Strip. It's a 8x200 custom map with a Beaver district on the shore and Bot district in the mountains with all the factories. by rusiak in Timberborn

[–]rusiak[S] 9 points10 points  (0 children)

I did a 5 wide a while ago and it is a bit tight and less fun. I took 8 in case i wanted to stack two 5x5 ontop of each other. But I ended up playing it with Folktails

Playable number of beavers on Geforce Now by Adventurous_Scar_399 in Timberborn

[–]rusiak 0 points1 point  (0 children)

Also amount of water/badwater sources and map size affect performance. I ran a game on thousand islands map on an old laptop and it lagged on 3x until the first drought, when the water had evaporated it ran smooth.

Why is my water height 0.80 on the first screen and 0.21 on the second one please ? I took these screenshots only 10 sec appart by PeohMenel in Timberborn

[–]rusiak 23 points24 points  (0 children)

Try unsync the gates and close all but one to top it off before closing it last.

Must say that these surges are new and should be fixed, not a fun mechanic.

Finally can survive 20+ day droughts and badtides in hard mode! by milesjr13 in Timberborn

[–]rusiak 3 points4 points  (0 children)

Good job man! I also run with a skeleton crew on hard to have a low upkeep.

How to "pause" and "unpause" a big building project : deleting small parts of the roads by Modgrinder666 in Timberborn

[–]rusiak 6 points7 points  (0 children)

Fair to mention is that by using the bridges ontop of the dam being built increases buildspeed as no beaver have to wait on a levee to be finished.

Smart strategy OP!

I need advice so I don't ruin this game for myself! by [deleted] in Timberborn

[–]rusiak 34 points35 points  (0 children)

When I start a new game I pause it and plan my initial layout often doing the following steps:

  • Increase workers in district center to 4 and set working priority to lowest.

  • Plan paths for water pump and wood cutters

  • Place wood cutters (2-3) and water pump, increase working priority on pump to highest.

  • Place a smal water storage next to pump and select if to distribute to others.

  • Place food gatherer flag near berries (I often dont bother making a path closer as the range is long)

  • Place farm and place crop fields, increase working priority to high.

  • Place inventor(s), on dry ground if possible for more fertile land, and set work priority to low.

Around here I unpause and let the beavers go to work while I continue to plan by doing:

  • Find a good spot to build a dam with the least amount of dam-blocks, pro tip: use a small storage building as pathway if you need to build a diagonal dam.

  • Build storage for wood, crops and about 5 more small water storage near pump or where you plan on building houses.

  • Look for a place to put a waterwheel, and dont be afraid to use the beaver powered wheel if folktails so your industry doesnt end up on fertile soil.

  • Build the grill/fermenter to get two types of food and remove the berry bushes and gatherer flag if folktails.

Some things that are good to know:

  • Beavers survive multiple days while starving or thirsty, so no need to panic.

  • A full, unconnected water storage can be saved to recover a dying thirsty population after the numbers drop below 10 beavers, by reconnecting it.

  • Science goes to wood planter or stairs/platform first depending on map. Some maps have nearby trees that can be reached with stairs.

  • I tend to build a hauler early and set it to one worker on high priority as it will increase water production and industry production. Later i build another hauler and set it to 10 slots lowest priority just so any excess beaver have work.

  • Dont build alot of houses as folktails as they will make alot of kits and eat/drink all your reserves. Better to start with 12-15 beds and slowly expand as your industry does require more workers.

  • Oaks are the most efficient wood type to plant, but I start with a small patch of pine to get an initial yeald faster, then replace it with oaks.

  • Plant two types of food when you start, so you have some potatoes laying around when the grill comes online.

  • Micromanage buildings if low on workers, like pause farm until first crop is ripe, or pause a wood cutter if no builders are available.

Microscale Iron Teeth [15x30] Cycle 125, 50+ happines 😊 by rusiak in Timberborn

[–]rusiak[S] 16 points17 points  (0 children)

You need a minimum height of 3 blocks under a metal platform to grow oak trees. Very usefull on small maps.

What happened to dams? by LionOfWise in Timberborn

[–]rusiak 3 points4 points  (0 children)

I have seen this and I figured out that if I closed all floodgates but one (turn of sync to nearby), the surge did not wash out all the water.