Thread #2362662
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Timberborn finally released
It has redstone computers now
I'm getting wiped by back-to-back badtides
District management seems to be basically as bad as it always was but at some point they made it so districts don't have a range limit
I love folktales and how they have free infinite power
I still don't understand the point of robots
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>nearby farmland all taken up
>need more wood
>start massive wood investment to make a faraway forestry project
>... realise I'm spending the wood to make the wood... to be able to afford the wood... to spend the wood...
Hmm
>>2362722
Can't tell, one month in 2022, nothing immediately obvious but steam isn't letting me read many reviews from that month
Might be Chinese players
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Fuck yeah segregation
It seems weird to me that paths are a mechanic when they are free and instant to make but I guess it will probably make more sense when it starts getting more factorio
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>>2362802
It's probably to keep pathfinding cheap, or developer's prefence
The game used to be quite anal with how you connected things, for example you could only walk ~40 tiles away from your district base, oh and power shafts weren't drag and drop because you had to place all of their puzzle pieces yourself
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>>2362662
>I'm getting wiped by back-to-back badtides
just store more water and automate floodgates
>District management seems to be basically as bad as it always was but at some point they made it so districts don't have a range limit
there is literally no reason to use separate districts, I don't know why they're still in the game
>I still don't understand the point of robots
you put them in high-injury jobs so you're not using up food and water on injured beavers that can't work
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>>2362816
You have to place the paths so multiple districts aren't automatically connected.
Multiple districts are handy for keeping beavers from walking too far each day and to limit how much work the computer has to do figuring out where to send everyone.
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>>2362887
They should have added an achievement for this to see how many people actually figured it out
>>2362900
District building -> Button next to name
>>2363011
Depends when you stopped playing
But even if you stopped playing when it first came onto early access... no, not really, you just get a worse drought now unless you disable badtides
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>be born
>fully formed
>get told "Here's your job, rent's due next week, work will set you free"
Everyone asks why Ironteeth are all about work, no-one asks how excited are you for work tomorrow beaver
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Yall lack the mega structure drive from /vg/, post player-made wonders if you got the guts.
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>>2363369
>main purpose is to get max happiness.
For some reason when I played last I needed to reduce working hours by ~4 hours and spam leisure buildings
Now I have ~100 beavers, get by with only a couple of things like campfires, and only need one of each major leisure building, and everyone is satisfied, I even can't believe I'm feeding all of them on the same farmland I started with with half of my crops unharvested because the stores are full
>but setup requires big investment to get going.
Yeah I don't get this part
The only time I'd want robots is in the middle of a colony's lifecycle when ALL resources are tight and I cannot justify anyone working non-critical jobs
It's the same as automation - great, now I can turn off workplaces when I have enough resources! Oh wait, to unlock and use this I generally need a stable income of gears and steel...
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>>2363383
Bots are exponential, they don't get injured and work faster out of the box compared to beavers. If you're scared of using up limited Steel, then the infinite mines staffed by bots should be what you're aiming for.
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>>2363564
I didn't quite make it that far, I failed to scale my water supply with my population, towards the end I started to get plank treatment up to build a large pump I had had sitting unfinished for ages but I was just too late
I also towards the end realized I really should have been using those raised platforms, I had been laser focused on those artificial blocks I could use later and forgot to properly check if there was another way, a better way even, I almost managed to transfer my power to my plank treatment that I had previously done with a windmill but trying to fix so much at once at the end was probably the final blow, my last couple survivors too busy building to man the pumps
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Average happiness is annoying
I just managed to achieve the maximum of 77 by turning off work for two days straight but I should have hit it as soon as I got the final monument running
It looks like beavers are told to not max out their nutrition
I'm not sure if this is because they're not "hungry" but they kept preferencing playing over preventing themselves from not just being on low nutrition but actually hitting 0 on the bar and losing the bonus
I assume this is just a quirk with how they've programmed food because I always find my colonies stabilise as soon as I get food diversity and poverty meals mean my beavers are working harder and eating more (or maybe later meals use less crops)
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>>2363599
Don't forget the
>uncharismatic office worker singalong videos
>early merch
>news spam about the launch
>intro video is an epic journey, "We want Pixar! We want emotion!"
It's an autismo game made by autismos (numbers simulator, competent, a finished game even in early access, fun), so had an atrocious art direction that's anti-toy, anti-social, but even this wasn't immune to the middle class grift.
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>>2365061
Try to unlock and build a large wooden water butt as your first thing to build with gears
It helps to have one big barrel
>too busy building
I like to set my pumps and farms to the highest priority
Unfortunately it's very easy to death spiral regardless, as you're fighting
1) dehydration and starvation removes work speed buffs (and I think gives you -50%?)
2) beavers stop pumping or harvesting to drink a thimble of water or crumb of a carrot the other side of the district, ironically continuing the water/food shortage
>lotsa science buildings
You should consider researching decorations like roofs to cheaply improve your beavers workspeed, runspeed and lifespan
It doesn't give you more beavers to do more jobs but I'm reasonably certain all jobs are completed faster, so you get more science, more power from running wheels, and faster plank making
>district 1, 2, 3
Whatcha using all those for? Are two of them backup districts that just grow carrots and pump water?
I really don't like districts because it's like I'm building colonies in parallel that need all the same amenities, jobs and food twice over, and special logistics jobs on top of that, but that's just me
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>>2366597
2 was just me messing around taking a poke at another area for metal mining I didn't actually get as far as really putting anything there because no food
3 was a serious attempt at badwater extraction that stalled out after I realized I didn't have what I needed to actually build the badwater pump yet but I would say was overall an important learning experience in learning how districts work and such
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I forgot I was tabbed out and forgot to go back and expected to come back to a fucker colony, but all I had was a mild beaver shortage from deaths from old age and no replacements because I for some reason had it set 24 hours when I tabbed out so they couldn't fuck
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Oh cool, a Timberborn thread.
I love this game. I've put so much time into it since it initially relased. The new automation features are a great addition for 1.0.
Posting my settlement. I've pretty much won the game now, just going for max happiness and 500 beavers.
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i enjoy this game :)
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I've been trying this game out, I think the building system is fun, but I wish there was an over-arching goal to work towards. It seems like once I set up a proper fresh water reservoir and badwater drainage system, that's it, the map is won. I'd like it if there was a Frostpunk-style storyline, or a big objective like Satisfactory's space station that required complex components. As it is, it's kind of a "make your own fun" setup.
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Did they add rain or something in the game?
I've had it for a while, but none of the latest update are motivating me to play again.
And what I wonder the most is when will they have a proper flood mechanic so you have to prepare for way to redirect the extra water (not just badwater) away?
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>>2373039
First: a mechanic don't have to be hard to be fun
Second: Easy? There are multiple ways to implement floods/rains and they are non-trivial. Plenty of occasion for you to have underestimated the volume.
a) just increasing the flow, the normal river is suddenly not deep enough, if you make it deeper you need several researchs and to have a way to to control the full depth, anywhere it happen because a map can be made so the water overflow higher, then come back to you from another direction
b) rain make puddle appear anywhere with open sky that need to quickly flow out or it will accumulate
c) flood make water appear from new direction that are normally dry
And then there's bad-water reserve. Naturally consider that if there's a flood mechanic, water is added to bad-water and make it overflow out of its bed.
>bullshit where water suddenly can't flow off-map anymore.
Beside this being realistic, it's what happen in a flood after all, it can be more balanced as:
non flood = all water get out
flood = water can only get out if water level rise above altitude X
Meaning you mostly need to worry from the backend flowing backward.
So yeah,
I consider FLOOD to be a frigging obvious mechanic to have in a game about building dam.
I can understand them not adding it sooner as they were still developing 3D water.
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>>2373533
>I consider FLOOD to be a frigging obvious mechanic to have in a game about building dam.
Yeah, played for the first time recently and I was baffled how it lacks floods, seasons and sediment simulation. Vidya got boring really quick, absolutely brain dead decision by the devs.
t. nayrt
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>>2373646
For their defense, I can imagine them keeping it for last because they had to make sure normal level of flow would work first.
It just kinda strange they didn't add this right before release,
Best case: they intend to make it more sophisticated than "muh extra water" and thus it's tricky.
Worst case: they believe it's "against the lore" to have too much water, or are keeping the mechanic for post-release.
>seasons and sediment simulation
And those look much more complicated to implement.
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>>2373659
I wish it's not gate kept by lore guardians; A resource management strategy where scarcity is the ok but abundance is tabu is, preposterous. In truth both should be dangerous if you miscalculate.
>complex to implement
Fluid speed is already working well, founding stone for sediment simulation is there. Adding formula for erosion with threshold for minimum fluid speed per adjacent terrain block per time unit shouldn't be that hard to code or demanding to process.
Adding seasons would require programming temperature and density from the scratch, and later integrating it with connected systems. Not counting visuals, that's already SOME work.
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>>2373757
It's more about the floods that would result from rain.
Consider it a visual effect to justify the sudden floods, like unpredictable storm on a ravaged Earth, see my answer to the other anon
>>2373743
>I wish it's not gate kept by lore guardians; A resource management strategy where scarcity is the ok but abundance is tabu is, preposterous. In truth both should be dangerous if you miscalculate.
Indeed.
>Fluid speed is already working well
>already
It took a long time until we had 3D water. It was their latest and biggest hurdle.
>Adding formula for erosion with threshold for minimum fluid speed per adjacent terrain block per time unit shouldn't be that hard to code or demanding to process.
Complete disagree,
- it's cube based, they can't gradually erode block horizontally,
- adding soil sediment vertically would require access to every place where it can accumulate,
- even if you could, you'd introduce a process gradually changing the entire map unless painfully calculated, and limited player's designs.
>season
Almost worse, besides that we only need "weather effect", none of the expected feature from "season" (agriculture, housing heat, water freezing) are easy to manage, even with new redstone automation.
Gotta hope maybe devs considered they needed automated Dam before introducing more regular flood.
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>>2373796
The question stands. Presumably it's regular rain and not acid, yes? So where's the hazard or what's the reason to remove it? Hell, if you haven't tried making a mapwide fishbowl so far I absolutely recommend it.
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Been playing a lot in the last few days.
Devs should have added this kind of automation from the start, instead of sluices. My only complaint is how some of the most "basic" sensors, such as timers are memories need advanced materials and have big science costs for early game. Try automating a floodgate with only a depth sensor early game. It will oscillate wildly because of waves and fuck things up.
I am now just turning off all my production buildings once storage reaches 95%, and turning them on again once it falls below 70%. This saves A LOT of workers. I tried to turn buildings off when storage is full and there are no ingredients/raw materials available, but some buildings oscillated too much and honestly, it was too boring too set up all the sensors.
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>>2373796
>it's cube based
And you assumed I imagined it otherwise?
>can't gradually erode block horizontally
>every place where it can accumulate
No different mechanically than any 1x1x1 block. Just visually showing either cracks or accumulated surface material.
>gradually changing the entire map
Yes, that's part of the plan. For clarity, only in places where fluid flow speed exceeded threshold values for prolonged time (several cycles). So a river flowing straight at breakneck speed eventually will dig it's bed deeper. Similarly, fast water hitting a sharp turn will erode the outside bank. Historically water has been known to do that with great effects.
>seasons aren't easy to manage.
As droughts and badtides are now, winter should be it's own cycle. Each cycle has it's own rules that requires you to adjust your plans, behaviour, priorities. Winter would be that ultimate test of your creation and skill. It's suppose to be a challenge isolated from other crisises.
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>>2373831
>The question stands.
>Why would you want to[?]
Remember, rain is for flood.
This is a game entirely built around managing water stream.
Under the assumption that "rain weather = greater flow of water" what would not be fun in having to build a way to contain/redirect the water away from building and field.
As the game is right now, the default level is already the max level. So even if you redirect badwater it nothing overflow unless you made a mistake.
>Presumably it's regular rain and not acid, yes?
Yes.
As far I'm concerned acid is already taken into account by badwater.
But after the game make you used to manage flood, greater flow than normal, I could imagine a very late game threat where you get badwater+flood of regular water making it toxic AND susceptible to poison land for a long time.
>So where's the hazard or what's the reason to remove it?
What's the reason to ...remove a flood? Isn't it obvious?
Even with regular rain, if your plant remains too long flooded you lose them.
And if the water overflow and some of your building were in a hole, you'll need to empty it or wait until it dry by itself.
>Hell, if you haven't tried making a mapwide fishbowl so far I absolutely recommend it.
Not sure what you mean, I have created gigantic reserve of waters and filled most of the craters just for fun.
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>>2373841
>And you assumed I imagined it otherwise?
No but given your answer you are describing something worse than I expected.
You don't realize how much impact a map that change shape without player intervention would have, both from a technical aspect or a gameplay aspect.
You DON'T casually replicate twisting river.
>Yes, that's part of the plan. For clarity, only in places where fluid flow speed exceeded threshold values for prolonged time (several cycles). So a river flowing straight at breakneck speed eventually will dig it's bed deeper. Similarly, fast water hitting a sharp turn will erode the outside bank. Historically water has been known to do that with great effects.
The logical conclusion of what you described would result in water source gradually flowing straight ahead into a gorge as wide as the source unless you reproduce in gameplay the IRL equivalent of harder/softer soil.
Adding those would mean remaking all map with different soil shaped so at least the starting shape would remain, or accept that all map will run on a timer and change shape by themselves, ruining TONS of map.
Even if you were to tell me "it's ok the process take a loooong time anyway" I would tell you: don't bother then, that's too long to matter and the fun in what happen when you realize you need to care about it is questionable: you'd have to constantly look at MANY blocks for sign of erosion, reinforce every corner.
Not to mention sedimentation, removing unwanted matter, or the processing cost of it happening everywhere.
I say that DESPITE wanting different type of terrain for visual diversity, structural anchoring, difficult digging, or natural badwater barrier.
>>seasons aren't easy to manage.
>As droughts and badtides are now
You didn't get it.
Let's just take winter: The game isn't built to simulate&manage anything complex like surface water freezing. And storing extra food, wood to burn, or slowing beaver on snow would just slow down dam building.
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>>2373892
>What's the reason to ...remove a flood? Isn't it obvious?
I'm asking you for the last time since between all your yapping you can't answer a simple question. What would be the point? You are in no way endangered even if vast majority of the map is covered in blue water. You can grow food and wood in water, very efficiently at that. And your beavers move faster while being happier. Little fucks can even mine for steel under 30 blocks of water if you provide a clear path. Worst case scenario you're inconvenienced with very few buildings that have to be on ground level, such as underground pile. That's not remotely equal to trivializing the MAIN challenge of the game which is having enough blue water.
>Not sure what you mean
I mean you turn 90%+ of the map into a super artificial lake with terraces for farming and habitat blocks on pillars above. Both looks and works great. What you're presenting as a revolutionary challenge of sorts to overcome is mine, and often most other people that play on hardest difficulty goddamn endgame bro.
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>>2373963
>I'm asking you for the last time since between all your yapping you can't answer a simple question.
"bro",
others understand the gameplay potential of flooding as the most obvious feature in the world and are surprised it's not in by default probably only tricky coding/design/processing cost reasons keep it away.
I ALREADY answered your simple question. Not my fault you need extra help to understand simple answer.
>You are in no way endangered even if vast majority of the map is covered in blue water.
Having your crops/forest die because of flooding you didn't prepare for, in time, isn't endangering?
Having your industries stopped when needed because they are submerged isn't endangering?
(that was sarcasm fyi)
>if you provide a clear path
>if
Oh my!
It's one of those thing that take time, preparation, long term planning & resources, right?
You do not instantly create an elevated farming terrace with fully mechanized pumps, right?
If only you had other reasons for such gameplay...
>That's not remotely equal to trivializing the MAIN challenge of the game which is having enough blue water.
Not every challenge has to be the most difficult thing you'll ever face with no good aspect whatsoever.
Just like a drought are perfect time to build in dried area.
So why not have another challenge?
I never called it "revolutionary", but it is fundamentally different because normal gameplay is about storing water, flood management is about redirecting overflow, as I imagine it more than badwater.
>I mean you turn 90%+ of the map into a super artificial lake with terraces for farming and habitat blocks on pillars above.
Ok those, but that's END GAME self-imposed challenge you do because nothing challenge you anymore.
Flooding would give more gameplay reasons to do fancy engineering, as early/mid game challenge.
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>>2374209
>it's a triggered troon
Figures.
You haven't answered shit because the only reasonable answer one can give is yes, water from the skies in a game designed around water scarcity is retarded. ib4 more yapping to cover you're a fucking idiot.
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>>2374250
Not that anon, but the player is not going to build a floating city on top of plataforms from the scratch, even stairs are locked behind science and building tons of plataforms is expensive for early game. Only IT can make wood underwater, but IT also need berries for breeding. For berries, most trees and most crops, the player needs fertile land and this typically means land near bodies of water at a level close to that of the water.
Just rising water level of all water bodies (rivers and lakes) by 1-2 tiles is enough to disable a lot of shit and cause an inconvenience. The most feasible solution would be to reroute water, just like the player does with badtides, except that a setup that can deal with badtides may still overflow, if the channel is not big enough.
Mind you, we are talking about a temporary and sudden increase of water that happens once in a blue moon, during some especial climate/event. Not everyone is building a giant fishbowl of water because of that, and if they do, its going to be more of a late game thing and will need measures to protect some types of farms from the floods.
IMO, just increasing the amount of water produced by water sources would be enough, because it would cause all water bodies and reserves to overflow downstream.
Finallly, excess of water during a few days will do little to help the players against droughts that come later, because most of the excess water will disappear fast once the flood is over.
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>>2374302
No, that's fair. But I asked the fuck above about acid or badwater rains, because those would mess with you and got some roundabout bullshit instead. Unless those floods would demolish unreinforced buildings or cause other serious problems I can't imagine this doing anything but trivializing the game even further. If it evaporated fast it would be inconvenient and if it didn't and pooled for longer or left a mud or something layer on top it could blindside you once at best but other than that it's a net positive. Blue water rains on the other hand might as well be a cheatmod.
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>>2374312
To be fair, I skimmed through his posts lol.
The issue I see with blue water flood is big craters and other features of some maps, that are made to be used by the player through some effort of rerouting water. When it comes to rivers, excess water would just flow out of the map in a couple of days and the player wouldn't be able to use it without some effort, either by pumping or building dams. I don't think that this would be too much of a cheatmode.
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>>2374326
Alright, consider this. A flood event, presumably water flows a few tiles higher or with more pressure, yes? So, what's stopping from making a 3-4 high wall on settlement side river bed and redirecting it? Or doing a tesla valve to either reduce the flow or increase it so it drains much faster? Or a simple waterbreak you could automate with plain floodgates?
Rains you can skip teching almost completely and just build artificial reservoirs that drain into lower height roofed artificial reservoirs that come with zero evaporation or risk from badtide crostamination. Something you'd do already but with the added convenience of no dynamite, can be placed anywhere and they're presumably self replenishing because rain.
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>>2374250
>culture war bullshit
Stop deflecting, you had your answers.
>>2374312
>But I asked the fuck above about acid or badwater rains
And the answer was>>2373892: Regular water, then I explained why even a flood of normal water would cause problems.
Just take the beginner map "plains", assuming you didn't prepare:
Every part in red? Flooded = your plantation are reset, food shortage, any structure in the area can't work, resources shortage.
Every part in blue? The minute the flood is over, the water won't remain to be useful.
Every part in black? Yeah, maybe you'll have some water here, but until you actually control the flow of water here you can't rely on them.
>>2374329
>So, what's stopping from making a 3-4 high wall on settlement side river bed and redirecting it?
You need time & resources to build such wall, and it's the sort of fun you bought Timberborn for.
>Or doing a tesla valve to either reduce the flow or increase it so it drains much faster?
Whatever you imagine, you could thank the flood challenge for giving you a reason to try something you didn't have reasons before.
>rains
As I specifically said back >>2373796
"It's more about the floods that would result from rain."
"Consider it a visual effect"
So no magic water appearing outside the normal source.
(even if it did slowly appear all over the map: imagine a badwater bank overflowing because of added normal water, like in Craters. That would be extremely dangerous)
>just build artificial reservoirs that drain into lower height roofed artificial reservoirs that come with zero evaporation or risk from badtide crostamination
Are you new? The WIKI tell you water evaporate even with a roof.
The only reservoir that won't evaporate are the liquid Tank building, they are costly, and you don't need a flood to fill more of them.
Besides, rain don't fill much over such small surface.
So, get the appeal now?
Don't bother saving face, we don't care, you have no name here.
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Specific question but is it possible to have farming in this game be similar to ancient Aztec Chinampa agriculture in lake Texcoco?
I remember there was another game that mentioned that their beavers had farms like that.
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>>2374546
Folktails can grow Spadderdock and Cattails for food, which must be grown in shallow (ie one level deep) water. Too much water on top will flood and kill the crops, too little water will cause them to dry out and die.
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>>2367749
There is no user error
I went to look at it when I set it to a 24/7 holiday
Either it's beavers neglecting needs because of some kind of performance saving that happens at >100 beavers or it's something that happens at all times
Oh and beavers would constantly, despite there being giant supplies, only eat a small bit of food when their specific nutrition bar ran out, and no they weren't taking from a secondary stockpile that was depleted, I only have one for each food type
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>>2373839
>need advanced materials and have big science costs for early game.
>This saves A LOT of workers.
>honestly, it was too boring too set up all the sensors.
Yeah, sums it up really.
>>2375489
If you haven't unlocked ironteeth and you prefer the aesthetic of a happy village to a worker's commune where you eat ze bugz.
I find tubes more fun but didn't find their metal speciality that fun. Their food and luxuries are easier than folktails unless books were reworked before release.
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My job here is done. No, I am not going to remove the bees, fuck them.
Seems like the secret to happiness is not just spamming more entertainment and decoration buildings everywhere, but lowering or removing work hours, so that they go enjoy things.
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>>2376800
i find it very addictive
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Anyone tried mods?
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>>2377918
This one is mandatory for me.
https://steamcommunity.com/sharedfiles/filedetails/?id=3663421750
I have no idea why they never got around to making this the default behavior because it can make or break your city if you spread your houses out. For the longest time a centralized commieblock style was the best since it made your beavers path to work even across the entire map. If you got bad luck and your house on the far left side of the map housed your farmer on the far right side of the map then you were screwed by travel time.
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>>2375963
>check wiki
>beavers consume 2.5 units of food/day, or 5 per 2 days
So I'm guessing they only eat when Hungry and each food type doesn't fill up its bar when eaten, only partly, and the developer made it so that the decay is roughly as fast as it takes to eat a fully balanced diet, perhaps to sate programmer autism, and never decided to cap the bars lower so it looks like they're constantly starving for varied nutrition unless it really is supposed to all add up to the hunger bar's fullness because programmer autism demands it.
Looking online this has been a problem since forever and redditors always assume its work hours + lack of access. And I've also noticed a trend for redditors to say you should have food near homes when that's perhaps the least important neighbour, with the better options being leisure and then workplaces.
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>>2378785
>better research
I put a computer on a waterwheel and I didn't have to tap pinetrees to do it
>>2378981
>commieblock
Endemic to the genre
When disaster comes in these games (running out of food/water), there are no people who built their houses on the rock to outlast those who built on the sand and cannibalise their resources, everyone merely asks "Did our sky god have ancestors with a concept of winter or a perennial garden of eden?"
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>>2379001
You're trying too hard. Base need hunger is what determines whether they're starving, nutrition is just a breakdown of what they've eaten and how long that +1/2/3 bonus will apply. And since you spoiled them for choices they run all over to get a bite of everything but since furry inflationists didn't work on this game their stomach capacity is finite.
>>2379006
Numbercruncher doesn't benefit from happiness production boosts and you'll tap that ass for planks 2.0 anyway.
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The difficulty in this game feels so off. Default normal is too easy, hard is too hard. Even tinkering with custom settings it also always feels just on the edge of either doable survival into baby mode. Or full on rape cycles of droughts and badtides before you're even close to ready.
I want the game to have a threat and not just freebuild a cool city. But not as optimal build order trial and error hard mode can be
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>>2379582
>>2379458
It's a skill issue but I found it hard to get a feel for how well I'm doing. Do I have enough to survive the next drought? If you're even slightly off, the death spiral is brutal. Beavers chug through water and food at an incredible rate and if all your crops die it's several days before you can even start food production again. Water evaporation also feels unnecessarily high.
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>>2379591
I'm telling you it's a patience thing. Just identify what you must rush for, usually 2-4 pumps, 6-8 small tanks and 2 farms, and then have controlled growth. Second hurdle is going for larger water tanks, larger pumps and impermeable floors so your crops and trees keep on growing on those 30+ droughts. And get comfortable with balancing and resigning labor first manually and then with the godsend automatization options.
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>>2379591
>Water evaporation also feels unnecessarily high
Keep in mind evaporation =/= seepage. Those are two separate ways you lose water from a reservoir. Evaporation is loss of surface water mitigated by how many other water tiles are adjacent up to 8, so a water tile in the centre of a 3x3 of water will lose much less than one of the surface corner tiles that's adjacent to only 3. If it has a solid tile of any sort above it, it will not evaporate. Seepage is what happens when water irrigates dirt tiles. You lose a small quantity of water each time the game does a irrigation radius check whether it will turn or keep dirt green.
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>>2378981
The centralized, dense housing blocks is, I think, core to the developer's intended vision for the game. From when I first started playing way back when it first popped up in early access, lodges were always these square blocky buildings you were meant to stack and build on top of.
That did create problems, like you mentioned, that at first they tried to fix with districts, but districts were not very well done in their first iteration, and I don't even really like the current iteration of them and try to avoid having districts if I can. It just creates a logistical headache for yourself, even with automation tools to try and control the balance of resources between districts. So I try to do one district as long as I am able, and that results in massive inefficiencies as my beavers are forced to commute from the center of the settlement to its extreme edges to do the jobs there.
Thankfully, though, automation for job sites, bots, and the new transit systems have greatly alleviated the problems with centralized housing. I went a bit crazy with it the first time I played around with zip lines, I wound up constructing a gigantic grain silo, which had this massive staircase winding all around the outside of it which took ages to build in itself, but then just put a zip line station near the top to save beavers the trouble of using the stairs.
I also turned the middle of my housing block into a zip line central station, with 4 different stations that would take beavers into different loops and job sites.
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>>2379678
Interesting, I hadn't used metal floors all that much, but now I guess I have a real use for them creating covered irrigation ditches. I suppose some people also probably use them for aqueducts? Since you could create, in theory, an elevated canal using overhangs / metal platforms with impermeable floors, then do the sides up with levees
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>>2379685
Sure, tunnels work but you can do it without them. Depending on your map even dynamite is optional but highly convenient. Leaks come from pressure and if you force water into a closed system that can't leak you can also put more water than it would naturally fit. Note that overpressure will cause a geyser if you allow a leak, for whatever reason, afterwards.
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>>2379685
Yes. You can use earth,levee blocks,or metal with impermeable floors to hold water up anywhere. I made pic related which is a big tube that brings a water source from the corner of the map into the middle.
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