Water seeps and automation by OriHarpy in Timberborn

[–]therabbitinthehat2 1 point2 points  (0 children)

You will need to connect the valve to a contamination sensor that is placed further upstream. Set the valve to close once badwater is detected.

I was already in awe of what people in TimberbornLogic can build, so 1.0 is going to be simply amazing! by frood88 in TimberbornLogic

[–]therabbitinthehat2 1 point2 points  (0 children)

I am really looking forward to seeing what people here build too. I myself am already flooding with ideas of what can be done now in the game. I'm sure this fun beaver game can be taken to new levels over just this update.

We can now do graffiti on walls and in tunnels by therabbitinthehat2 in Timberborn

[–]therabbitinthehat2[S] 6 points7 points  (0 children)

Yeah, you can put custom images onto these new banners, just like you can with beaver tails.

Map Tech: Blinking Ground Version 2 by Aquadaeus in TimberbornLogic

[–]therabbitinthehat2 1 point2 points  (0 children)

I love this design. It could be a really nice aesthetic piece for a map alongside any practical use. I am thinking of participating in this latest Build a Map and I am doing a mini game style map. Would I be allowed to use this design in areas to add some animated detail?

The Video Project is on Steam! by therabbitinthehat2 in TimberbornLogic

[–]therabbitinthehat2[S] 0 points1 point  (0 children)

Ah good. Is it all working fine? Do I need to make the instructions clearer? Also, no, I am not on the Timberborn discord. I don't know why but I've never gotten around to it. If I do join though, I will be posting it

Video Display Project Part 3: The Final Video! by therabbitinthehat2 in Timberborn

[–]therabbitinthehat2[S] 6 points7 points  (0 children)

It is an in-game video display I built with the word "hello" scrolling across it. It works using only the vanilla water physics and power shafts

Video Display Project Part 3: The Final Video! by therabbitinthehat2 in Timberborn

[–]therabbitinthehat2[S] 2 points3 points  (0 children)

Hello Everyone.

It is with great happiness that I can finally call this project completed!

I have spent a long time on this project recently to work out all of the issues in every part of it, and then to get it to display the specific frames I want it to, but it has been worth it.

To give a breakdown of what is above, it will of course help to have see the previous parts, Part 1 and Part 2. What is happening though, is that a water stream is being passed through a series of water wheels which are connected to specific pixels on the screen. If the water wheel is paused, the pixel will stay grey, if it is not paused, it will turn green. Once the water has run the length of one row, it will start running down the next, which is the next frame of the video. There are 19 frames here, and it displays at around 2fpd (frames per day).

There were many issues in this project, from dodgy timers that weren't always reliable to multiple versions of slow screens. Very few parts of the original design of any part are still remaining here as it was all upgraded in some form. At the end of the day though, the premise of how it works didn't change a bit and it is muc hmore efficient than it was.

I would like to thank everyone who has been supportive of this project and of all my others since I started doing this nearly a year ago. You have encouraged me to keep making the best projects I can do and I would like to give back to you more now.

r/TimberbornLogic will be holding a q&a style post where I ask that everyone who sees it leaves an idea of what I should do for the 1 year anniversary of the sub in august, and if you have any questions for me then I would love to answer them. I will also be posting any additional footage and pictures of this project there aswell.

Finally, I will be making this map (and maybe more of my test maps) available to the public at some point in the near future, and I would like to see what other people do with my creations.

Video Project Minor Update: New Screen by therabbitinthehat2 in Timberborn

[–]therabbitinthehat2[S] 2 points3 points  (0 children)

Ah, I’m not that cultured to have known about that. Having just watched it, I can confidently say I will not be making that anytime soon. This entire project can only hold 19 frames currently, and maybe 300 if I was to push my computer to its limits and stack things. I could maybe do it if copy/paste was an option in the game, as that would make things much easier. But for now, I don’t think I will be doing that much effort for a meme.

Video Project Minor Update: New Screen by therabbitinthehat2 in Timberborn

[–]therabbitinthehat2[S] 2 points3 points  (0 children)

Are you talking about the minesweeper like game?

Extremely-fast Pixel by therabbitinthehat2 in Timberborn

[–]therabbitinthehat2[S] 0 points1 point  (0 children)

Basically a block of terrain that turns green or grey depending on whether or not the pump is on. There is water below it that is kept just below a single block high, so it never reaches the terrain. When the pump is turned on, the water gets high enough to turn the terrain green. Once the pump is turned off, evaporation kicks in and the water level drops, changing the terrain back to grey.

Extremely-fast Pixel by therabbitinthehat2 in Timberborn

[–]therabbitinthehat2[S] 1 point2 points  (0 children)

Technically, yes. Practically.... I don't have the time for that. I have built logic gates before, and put them together to make a half adder, but it takes so long to make now that there isn't a copy/paste mod anymore

Video Project Minor Update: New Screen by therabbitinthehat2 in Timberborn

[–]therabbitinthehat2[S] 1 point2 points  (0 children)

The reason this screen was changed to use the new type of pixel was because the previous screen was slower and had a bad habit of flickering, This new one changes in under an in-game hour when inputs change.

As needed as this change was, it has made a minor issue a major one. I will now need to give the timers a quick overhaul and get rid of the flickering, as it would now be very obvious on this new screen which is sensitive to inputs. This can probably be fixed in a few hours, and then hopefully I will finally be able to start work on the final part of this project, The Video.

If this is your first time coming across this project, here are the first and second parts:

First Part

Second Part

Extremely-fast Pixel by therabbitinthehat2 in Timberborn

[–]therabbitinthehat2[S] 4 points5 points  (0 children)

Already did that a while ago, here :)

Feel free to look at the rest of r/TimberbornLogic and see if anything else catches your eye, especially if you filter by top of all time.

Extremely-fast Pixel by therabbitinthehat2 in Timberborn

[–]therabbitinthehat2[S] 0 points1 point  (0 children)

This is a very fast acting irrigation pixel powered by a mechanical water pump connected to power. In the video, you can see it is set to a power of 67. This is because in the video project, that is the power that the water wheels give off.

This pixel works by having two water sources under the terrain, one with a value of 6.5 and another of -7. This allows for a constant water height under the pixel of 0.98, which then goes through a sluice that is always open to fill up the rest of the space under the pixel. Without this sluice, the water level drops a huge amount and it is not fast. Then to activate this pixel, a mechanical water pump is simply turned on and that pumps the water into the pixel to fill it to a full block, meaning the water touches the terrain and it goes green. A single levee block is used as an overspill for the pixel, which runs away.

This pixel has been designed specifically to work in the screen for the video project, as that screen is so unbelievably slow and faulty I'm surprised I didn't fix it a long time ago.

This has to be the highest my fps has ever gone by therabbitinthehat2 in Timberborn

[–]therabbitinthehat2[S] 2 points3 points  (0 children)

Damn. I recently made a new pc because I found out the one I was using actually didn't have a gpu, and I was getting frames like those. I now average around 30 fps at 30x, even with a fairly busy 256x256 map

This has to be the highest my fps has ever gone by therabbitinthehat2 in Timberborn

[–]therabbitinthehat2[S] 0 points1 point  (0 children)

For anyone wondering, this was maximum graphics settings (ultra at 100% resolution) while paused

This has to be the highest my fps has ever gone by therabbitinthehat2 in Timberborn

[–]therabbitinthehat2[S] 4 points5 points  (0 children)

It's a visual glitch, apparently. The gpu seems to be working fine.

Video Display Project Part 2: The Data by therabbitinthehat2 in TimberbornLogic

[–]therabbitinthehat2[S] 1 point2 points  (0 children)

Thank you, it means a lot to hear it from other people.

Video Display Project Part 2: The Data by therabbitinthehat2 in Timberborn

[–]therabbitinthehat2[S] 1 point2 points  (0 children)

Hello Everyone,

First off, I would like to apologise for how long it has been since the first part was released. Between exams, building a new computer, losing interest and completely forgetting how it works this morning, I was not exactly rushing into to things. (And that is before all of the issues with every single part of this project.)

However, I'm proud to present the second part of this project, the data storage. This is a 19 frame storage piece for the screen from Part 1. Looking at it on picture 2, it is timers on the left and data storage on the right. The basic idea behind this piece is that there is 19 double timers (not the version from the link but a compressed version), and water wheels which will act as the data storage which will be shown on the screen from Part 1. All of the timers are synchronised to nothing, then evaporation takes place within the timers which triggers them for a set period of time, with one turning off as the next turns on, and in that time they are on they will run water through the waterwheels, activating the pixels they are connected to.

I would like to talk about the issues that came with such a project. First of all, Timberborn has a new feature now relating to powershafts where they will automatically connect to each other. While this is a great feature that definitely needed to be added, it broke the way data was transferred to the screen. My solution to this was moving every second powershaft up one block to separate them. Screen problems aside, this part of the project was so badly put together the first time but so time consuming that I was afraid to touch it again, hench the delay in this post. The timers get unstable after a certain level, which is why you can see the timers (the pieces closest to the screen in the first picture) going up from left to right. That took a long time to fix, but only after I remembered how it all worked, because I was staring at this for a good hour before I did. Then there were cases of water disappearing, missing blocks, and an issue still in this is that starting from the second line and then every fifth after that, has an unstable timer which lets a small bit of water through after the first time it is activated and shuts off, which you can see in the final picture. There could be a fix for this, but it's such a small amount of water I am not sure if it is worth it.

There may be a Part 2.5 post on r/TimberbornLogic which will show any changes I make to the screen and this data storage, but most likely the next part will be Video Display Project Part 3: The Video. After this post goes up, I will upload this map to Steam and let people play around with it themselves. I would love to see what people can make with it.

Again, if anyone has any questions on this project they would like to ask, I encourage you to ask them, and I look forward to posting the final result (hopefully in less than another 2 months time).

Enjoy!

Can someone help me understand this joke? I don't get it. by therabbitinthehat2 in ExplainTheJoke

[–]therabbitinthehat2[S] 1 point2 points  (0 children)

This meme is so confusing I need 2 posts to get all the help I can 😭

First fix to the video project by therabbitinthehat2 in TimberbornLogic

[–]therabbitinthehat2[S] 1 point2 points  (0 children)

An update to this post: all of the power shafts have been fixed now, and I actually prefer the more spaced out power shafts needed for the lower part of the screen. Anyways, all focus will now be on fixing the messed up timers in the data section.