Timberborn - 4 - BADWATER DIVERSION PLAN - UPDATE 5 BADWATER

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KatherineOfSky

KatherineOfSky

Күн бұрын

OMG, this crazy new POLLUTION mechanic! Let's play Folktails🌲Support Katherine on Patreon: / katherineofsky
Map: mod.io/g/timbe...
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Ever wish your colony was a little more animal-oriented? Timberborn brings BEAVERS, with some delightful engineering and water moving mechanics that only those creatures have!
Release Date: 2021
A huge thank you to Mechanistry for providing me with a game key!
Playlist: • Timberborn - Badwater ...
Outro music/Beaverdance by Christopher St. Clair ❤️: • Beaverdance! A little ...
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Check out these other fun series:
Timberborn (Folktails): • Timberborn (Beaver Col...
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About Timberborn:
Mankind turned Earth into a dry wasteland and perished, but some species adapted and evolved. Choose one of the unique beaver factions and see how long your colony can last!
Wet and dry seasons
Prepare your settlement for recurring droughts. Stockpile on food and keep fields and forests alive even after rivers dry up. Rely on both natural water sources and artificial irrigation to keep the land arable.
River control
Redirect rivers, put up dams and dig water canals with explosives - beavers of the future have millennia of experience in water engineering. But be careful, uncontrolled flooding is as deadly as a dynamite blast!
Lumberpunk
Turn timber into sophisticated machinery, buildings, and monuments. Wood is the core resource in Timberborn, but the most advanced structures require metal. To find it, send your scavengers to the ruins of the old world.
Vertical architecture
Create a thriving beaver settlement using a modular, vertical architecture system. Space is limited, so stack lodges and workshops on top of each other, cover hills with fields, and set up a power grid for your growing population.
Day and night cycle
Build a prosperous city with efficient production chains and beaverish nighttime activities. Follow the lives of individually simulated inhabitants throughout their day and celebrate when the next generation is born!
Wellbeing
Satisfy the needs of your colonists to extend their lifespan and make them happier. An evolved beaver's lifestyle is not just "work, sleep and chomp on wood". Balanced diet, decorations, temples, even carousels - you take care of it all.
Beaver societies
Control different beaver factions, each with unique style, buildings, and gameplay traits. While some beavers are expert farmers, another family might rely on rapid industrialization. Choose what fits your playstyle!
Map editor
Play on one of the included maps or create your own and share it with the community! With hills of different height, ruins scattered in the desert, and all life depending on access to water, each map poses a different challenge.
...and more!
We regularly add new features and iterate, based on the community's feedback. We’re making the world’s first beaver city-builder and we want to make it special, so stay in the loop and add Timberborn to your wishlist today!
#Timberborn
#KatherineOfSky
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Copyright © 2021 KatherineOfSky. All rights reserved.

Пікірлер: 46
@donbionicle
@donbionicle 7 ай бұрын
The double and triple explosive packs don't need Badwater directly, they need purified extract. That means you're going to need a centrifuge if you want to blast multiple layers at once!
@theunknownajax
@theunknownajax 7 ай бұрын
I am surprised you haven't opened the blockage below the dam to get fresh water back by your forester. The advantage of a armchair general is they have nothing to loose. I am not juggling food, water, and engineering projects. Good to see you playing this again, Miss Kat.
@seananderson5850
@seananderson5850 7 ай бұрын
If you look at the rive source, there is a natural diversion point without the need to blast.
@maltardraco9555
@maltardraco9555 7 ай бұрын
That dance hall is gonna be so rad.
@KatherineOfSky
@KatherineOfSky 7 ай бұрын
Indeed, our beavers are going to have fun!
@thepostman69
@thepostman69 7 ай бұрын
Don't forget to mark your rubble to be picked up! Soooo many resources sitting on the ground
@KatherineOfSky
@KatherineOfSky 7 ай бұрын
I believe they pick it up when they are free. (without marking). Or is that a new mechanic that you have to mark it now? ANyway, I don't really care because they are too busy with other projects.
@birdie8672
@birdie8672 7 ай бұрын
A trick that helps with nothing but convenience in time. As the pumps can now be risen up we can build Under the pipe. This only works if its a dept of two or more, as it will refuse to go on 0. I feel one thing happening that happens with me way to often, wich i heard as a saying somewhere else. "Nothing is as permanent as a tempurily solution." Love the vids, keep up the good work.
@KatherineOfSky
@KatherineOfSky 7 ай бұрын
Thanks! As to temporary.... work on it! When I say temporary, it IS temporary about 85% of the time for me... I always want to improve setups and change things so that they are more efficient.
@digitalerhaeuslbauer23
@digitalerhaeuslbauer23 7 ай бұрын
There is a mod for automated floodgate regulation :)
@KatherineOfSky
@KatherineOfSky 7 ай бұрын
Ahh, cool. I hope that functionality gets added to vanilla.
@101Waylander
@101Waylander 7 ай бұрын
In regards to the water flooding slightly, this is because water level now backs up slightly with each row of waterwheels. The more you have, the higher the water will rise behind them. As the water flows after a drought it hits the wheels and then the dam. This causes a slight backwash like in real life. The water will bounce around a bit until it settles down again. Remember, the more rows of waterwheels the higher the water level behind them.
@KatherineOfSky
@KatherineOfSky 7 ай бұрын
That makes sense.
@MortRotu
@MortRotu 6 ай бұрын
Didn't the devs also add 'momentum' to the fluid model for the game? As such, could you not get a wave of water from the inlet hitting the end of the inlet and rebounding into the following wave? Which would make a higher wave and result in flooding of the banks around the inlet?
@urkerab
@urkerab 7 ай бұрын
I've seen those buggy water mechanics on another content creator's series - it got so bad that one stretch of waterway would alternate between flooding and drying out, or something silly like that.
@valiakosilla2413
@valiakosilla2413 6 ай бұрын
The game has some light instabilities in fluid dynamics. If you put several dams, depth variations etc. water will begin to oscillate. 1 wide 2 deep irrigation channels are practically useless because repetitive flooding. I think it is due to extreme cpu optimization this kind of fluid model needs to be possible to run at 60 fps. I made once real fluid modeling with those fancy Navier and Stokes equations all love. It generated sometimes very wild instabilities from nothing, like nearly supersonic vortices in chamber with flow of couple of liters per minute. Change of some parameter solved the problem (there was tens of parameters I never really understood). Unfortunately there was also weaker artifacts which was very difficult to see from results.
@Imber_Pluma
@Imber_Pluma 7 ай бұрын
23:55 you dont need to remove water pumps to put tnt under the hose it will move it for you (speaking from my own hard learned lesson)
@Lil_Puppy
@Lil_Puppy 7 ай бұрын
That's a new feature added very recently
@Imber_Pluma
@Imber_Pluma 7 ай бұрын
@@Lil_Puppy ya i was surprise in my own playthrough when i spotted it and then face palmed as i had just deleted 4 deep water pumps in the area.
@KatherineOfSky
@KatherineOfSky 7 ай бұрын
Huh, interesting. That doesn't make any sense, but I will try it.
@VaKU.
@VaKU. 7 ай бұрын
Priorities propagate from top to bottom levels/buildings, but not the other way.
@KatherineOfSky
@KatherineOfSky 7 ай бұрын
That's a new feature and not how it's worked for years.
@Redneck353
@Redneck353 7 ай бұрын
Ther eis a mod for "if badwater" and such, might not do all you want but at least can control floodgates. it's called "floodgate trigger" or "simple trigger" can't remember the name. searching trigger on the mod manager should give it to you
@KatherineOfSky
@KatherineOfSky 7 ай бұрын
Thanks!
@IronDino
@IronDino 7 ай бұрын
9:15 The windmills were turning and literally stopped the moment you clicked.
@BlakeAStoffel
@BlakeAStoffel 7 ай бұрын
Do the beaver dance! Was going to say something that might be considered backseat driving so I’ll just let you discover on your own!
@KatherineOfSky
@KatherineOfSky 7 ай бұрын
Thanks, I appreciate it!
@rockeyray5466
@rockeyray5466 7 ай бұрын
Your channel was a hidden gem for the Timberborn content XD. Loved all the 4 amazing videos and looking forward to watch this entire series. Your progression speed is amazing and map is also cooperative. Few suggestions if you don't mind 1 hour duration is great but maybe trim it down to 30 to 45 minutes with cuts. Cause your content is great and it makes me sad to think maybe 1 hour duration is what stopping your audience to watch. This is just my perspective correct me if I'm wrong. Please continue this great series can't wait for the big KABOOM !! in episode 5 XD.
@KatherineOfSky
@KatherineOfSky 7 ай бұрын
People can watch for 45 minutes and then turn it off. No issue.
@seananderson5850
@seananderson5850 7 ай бұрын
You're running out of food because you aren't storing enough water. your crops die during the drought and you don't have enough storage to last 7 drought days + 4 days to regrow a crop.
@KatherineOfSky
@KatherineOfSky 7 ай бұрын
I am aware of how this game works.
@seananderson5850
@seananderson5850 7 ай бұрын
I don't know why you're not going for the easy improvement of a a 3-4 wide floodgate to dam the upper river.@@KatherineOfSky
@KatherineOfSky
@KatherineOfSky 7 ай бұрын
@@seananderson5850To what end? I have no building there. The area is poor for farming. I suppose I could use it as a refill source, but I have other plans
@seananderson5850
@seananderson5850 7 ай бұрын
To hold water. Your current blasting location drains your crop irrigation water -- killing your crops. If you use floodgates upstream, you can raise them when the drought is announced and lower them if your crop irrigation water gets low.@@KatherineOfSky
@hlj7397
@hlj7397 7 ай бұрын
KoS, you are a fantastic videomaker!❤ I am mostly into Factorio Sos mod. It's hilarous:) I hope you enjoy the rest of the series. Thank you for your contribution to entertain me. I love it! Keep being you. I think I know your personality enough that you will stick to what you want and not give in. Good qualities in a human. Thank you! Liked the video. H Lj
@KatherineOfSky
@KatherineOfSky 7 ай бұрын
Thank you so much! I really appreciate you taking the time to write! I'll check out that mod and may add it to another series.
@cjrecord
@cjrecord 7 ай бұрын
I think there's a missing horizontal shaft in the windmill fence.
@fredberry1342
@fredberry1342 6 ай бұрын
Please forgive me I do not know what you know, If you want to do some automation with your water simple triggers and stream gauges will go a long way to doing that
@KatherineOfSky
@KatherineOfSky 6 ай бұрын
Yep, I'm adding that mod in a future ep. Pretty useful
@skullaxel
@skullaxel 7 ай бұрын
The dynamite can't be build cause of recourses
@KatherineOfSky
@KatherineOfSky 7 ай бұрын
Recourses?
@101Waylander
@101Waylander 7 ай бұрын
How long before you realised you need extract not pure bad water to make the better dynamite, lol?
@KatherineOfSky
@KatherineOfSky 7 ай бұрын
I don't know, lol. (jesus christ... )
@fredberry1342
@fredberry1342 6 ай бұрын
I am not sure how many beavers are in your town hall but now that youhave builder's huts you can fill than and remove all but one beaver from your town hall.
@KatherineOfSky
@KatherineOfSky 6 ай бұрын
Why would I do that? They are "free" builders.
@fredberry1342
@fredberry1342 6 ай бұрын
I believe it is more efficient.
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