Instead of pausing the observatories you could leave them active but set them to lowest priority. That way whenever you have some spare beavers they will go do some research instead of sitting idle.
Well, his mentor RCE does exactly the same thing, and it's painful to watch them waste time removing stumps and dead plants. Beavers have more important things to do.
Really as folktails wind power is a more consistent power source and it makes water power quickly obsolete once scaled up and combined with power storage. (Especially when playing on hard with long droughts) Really the other badwater channel is a more ideal collection spot for power already without creating a new channel. I just feel as he's in the endgame wind power is a better investment of resources.
Really enjoing this series. That district really should have been called TEAstrict 1. Also, at 3:12 the only reason that building across the river couldn't be reached was because there's no way to get to them (unbuilt paths/platforms don't count, unfortunately). At some point the devs removed the district size limit so moving the district centre didn't really do much - It didn't hurt, but it also didn't do much.
I thought they slowed down the beavers further away from the distract center. Just a little thought. Also, from an efficency standpoint, long paths sucks unles you know how to manage workflow. If you don't have storage for resources nearby, the builders would just walk back and forth alot. Beavers will always move back home to eat, so if their home are far away, it'll be inefficient
At the start, when the paths are 'too far away from district', that just means the beavers can't reach the worksite. As the path gets built they can reach the next one, then the next one... You don't need to move your district centre.
Yes, they have a range of about 8 tiles beyond the end of the path. Select a district centre or builders hut to get an outline of the extent of the builder's range
@@overredrover9430 yep 👍 And if they're on platforms or a cliff edge, they only have a range of 1, which is what was happening at the start of the episode.
I love the past 5 episodes worth of pausing the 4 large water pumps sucking from that MASSIVE supply of water at the end of the river... like it will ever get drained even if left alone during droughts/badtides... thats a crapton of water lol
When building inline structures that risk stupid beavers cutting off each other. I would recommend utilising the different priorities along the route and pausing construction far behind.
Lol yes there is a mod for "all the stairs" except it adds spiral stairs left and right as well as the BEST THING EVER, the Ladder! Absolute game changer!
anyone else just screaming at the screen "JUST DYNAMITE IT! and add a stair." when he's overthinking how to get to those trees near the water source? just me?
@@simongeard4824 an over engineered solution generally is a better solution that costs more. This is a worse solution that costs way more. Engineering was not consulted lol, probably managment.
@@zyeborm In my experience, an over-engineer solution *is* a worse one. It's not just the increased cost of delivering that solution - it's the *ongoing* cost of dealing with unnecessary complexity both in the solution itself, and on everything that ever touches it.
now that you have a solution for bad water, you can flush out the standing bad water near the underground ruins by running good water for a while. It should clear out that area so you can build there without getting sick beavers.
This is a great series, you've taken the colony a lot further that I would have guessed. I love builder games, and this is on my wish list. Meanwhile, I am looking forward to the ONI episodes as I am currently working on that myself. At about 400-500 cycles in, power becomes a challenge for me. It should be interesting to see your solutions.
lol You not only make me laugh but you make my head spin trying to figure out what you are doing! Always works in the end 🤩Glad you are feeling better and happy to see Timberborn again!!
Naming of districts seems like an opportuni-tea. Naming after tea blends, perhaps? Green (farming district, natch), Orange Pekoe... maybe American Sweet Tea for the badwater area..?
You could have just set up some flood gates in front of the water spawner and sent the badwater over the back of them too, but this was fun to watch :)
Sometimes that works and sometimes you need to blow a 2 tile, 3 dynamite deep next to the water spawner. Then put in 2 flood gates and when badwater comes open them, when not keep them closed for water pressure.
You can't let water flow back over the source. It just won't spill over the map edge but build up instead. Though he could have just run the bad water to the other side. Would have been much easier
There are a lot of challenges, other than happiness, that can be placed on this game if they ever plan to make a campaign of it ala old city building style. All of them at the moment are self made. Engineered a spill way, build the biggest dam, have a district fully populated by bots, reach total population of 500 with average happiness of 30, open all sciences, or fill 80% of the map with with trees and shrubs, etc. They can even make a world map of places lived by different types of beavers and have an inter city trade system.. I enjoy watching people make their own challenge of the day and build toward it
Biffa, there’s always a water surge after any increaseI flow, meaning you’ll always get a little flooding but it will dry out. You can have the flood gates as high as 2.5 without trouble.
Glad you are feeling better Biffa. I was thinking the head of the river would be an excellent place for water wheels as they will continue generating power during bad water.
Use dynamite in the already established main channel and make a 2 wide section deeper across in line with the new bad water output channel. That will trap the bad water from getting close to the floodgate, making the expulsion quicker and less likely for bad water getting into the main water supply when the floodgates are dropped
Your Badwater plan is exactly what I did on this map last played. It’s actually my end game for all maps now with the bad water. Turn it around asap and send it off the map. Then I went WAY overboard and made that whole like corner of the map one big reservoir.
I used to do this; a gate only a tile away from the source. I also use the mod to automate gates when badtide starts. The problem I found was although it was easier, it wasn't in the spirit of the game and I wanted more of a challenge. I now search for maps with sources not on edges so this isn't possible.
It won't drain over the water source but will beside it, so just open a 6 tile wide channel right beside it instead of down hill/mountain and place floodgates at the edge of the map to keep the fresh water from flowing off 🤷♂️. Too late now
iirc water/bad water doesn't exit over a water source only over a dirt block D = Dirt, E = Empty, S = Water source DEED DSSD In this case it would fully fill the empty spaces and then over flow when it gets over the top dirt and then off the map DEEED DSSDD In this case it would only partially fill the empty spaces as there are 3 empty spaces over 2 sources, it would flow off the map in the third empty space on top of the dirt. The map that Biffa is on, is like the first example, so he either needed a trench or to dynamite beside the sources to allow the outflow before it overtopped that area.
There are pumps that can deal with bad water and move it else where. One you tuber built a dam on the source that allowed the good water through and rejected the bad water.
New districts help in worker efficiency by not having to cross the map. And are quite simple to set up. They will import and export whatever is needed. Toss down new district and a warehouse district? All good
You haven't reached the level of carnage that another certain youtuber caused (and I'm still getting over), so I guess a little death because you didn't set up scaffolding is simply "inevitable" 🤨 However, still have to express my thanks for you helping me discover this game.. I'm over 220 hours on it and still loving it in an unhealthy addictive way!
Instead of needing to pause or unpause low priority tasks to free up labor, just set the priority of each job. I set the priorities as soon as I place the buildings down to be built so I don't forget to do it later. My general rule of thumb is pumping water is the highest priority, farm workers, gatherers, and grill/bakery workers are second highest, builder huts second lowest, haulers and science are lowest. Everything else is regular priority. That way, when workers are scarce, they're automatically pulled from the lowest priorities to work in higher priorities until there are enough workers for everything again.
If you just want to get rid of bad tides you don't need to drop it off a mountain and then turn it round, you can just shunt it off the map immediately after the flood gates. Water can flow off the map right next to a source block, it doesn't have to go somewhere else first.
You're probably best replacing the dam to the main river flow with double floodgates instead of a levy and a floodgate. It looks like some of your water is falling off the back as it's flowing over the top of the water sources. With a double floodgate you can leave it at 0.5 most of the time to avoid that
modern employer: im reducing the working hours from 18 to 16 why arnt you happy if you sprint you have time enough to grab a snack before you run back to the factory line what are you talking about 8 hours of sleep
You could just make a channel using entirely dynamite and deflect the badwater more immediately back off the edge without first taking it down the cliff. Then you'd only need a row of floodgates and some dynamite. I did this myself on this map and 1 deep 5 wide was a large enough gap for the entrance and the spillway out of the map was 4 wide 2 deep. Nothing overflowed.
25:20 Or, you could delete the path, dynamite it, and then put in more stairs, then build a path over the stumps as your woodcutters chop down the trees. 27:25. Poor dude isn't the bone head here, the one who doesn't realize that all paths out are blocked by stairs is! (/j. Shouldn't need to put that, but I've had too deal with too many snowflakes/misunderstandings lately and I'm not risking another)
Another trick: if the tree is just a STUMP, build a path on it, then once all the stumps or trees that can make it grow go away, delete it. it is FREE to do for demo and for building and saves you using beavers to remove them. the channel you made is good, though...
I laughed at the massive over engineering of the bad water waterfall diversion, could have done a 3-4 wide gateway into a 3 deep 2 wide channel that went 90 degrees straight off the map at the top layer and been fine
Yeah, I've found you've got to take large building projects where beavers might bet trapped one step at a time if you don't want to lose any. When you have a long stretch being built at the same time with the same priority, they just get caught being stupid too often. You like laying the whole thing out ahead of time, which I get. But then, you just have to only prioritize that first step, second highest the next, then once the first step gets done, raise up the second priority to first and the third step to second highest priority. And so on. And even with micromanagement, some situations just are going to have some beaver getting foolish. Plus, on huge projects, it takes a lot of attention and so other problems can pop up that you don't notice.
Is it not possible to now send water to the left and create more fertile land, after dynamiting, with a small levy after the new one, you just, built at the top of the map?
If there is one thing I learned from Oxygen Not Included is that if everything is high priority then nothing is high priority. And there just a bit later in the video apparently you will play some ONI :D
I got to the mess at 27:42 what happened to blasting the clif side back it would have fixed the problem without using all those blocks paths trapped beavers, Also dynamite could have been used to get to those lower level trees instead of those extra platforms and stairs. Just had to get my point of view in cause ugh 😩😩😩
oh why send badtide that way the other way and back on itself works. also single depth is perfect to flow it off the map. use double flood gates so only goes 1 hogh when closed
Why use levies instead of 2 level floodgates? Now the water at the top will be trapped indeed, but wont be usable since the floodgate cant be opened to the bottom.🤔
1:15 wait the path is connected and it it out of range? did not think that was a thing anymore in this game, wait it can be reach you just need to finish the one before it so it can then be reached