Jump to content


  • Content Count

  • Joined

  • Last visited

  • Days Won


Everything posted by Kyeudo

  1. There's a lot of people that like the "lumberpunk" aesthetic to the game. A lot of stone and mining and the game becomes a lot like every other colony sim out there. The other things, like some places being better/worse for farming and different food options, I like and I think have been suggested a few times.
  2. I suspect that a tutorial will be low on the priority list as long as there are major features to implement - don't want to have to change it to account for the changes with every new addition - but here's my tips and tricks guide: https://docs.google.com/document/d/1AhmUivXDQBddi7VuBjPoSrTl4VdsgX4WZ_jVc41owP0/edit?usp=sharing. Perhaps it will help iron out some of those points of confusion while we wait.
  3. Other than the physics simulation continuing and beavers using the campfire, temple, and carousel, not much happens at night. What sort of things would you like to see beavers doing at night?
  4. I think something like a curved staircase would be useful, so you can go up and turn in a smaller area, and might help with the chunky slopes that you are talking about.
  5. When you say "there's nothing I can do at all", what do you mean by that? Is it because you had no water that you couldn't grow more trees?
  6. Two of the most annoying problems right now is the inability to limit the reproduction rate of your city and the inability to get jobless beavers to move near the available jobs. These two problems are right now in opposition to each other because they are linked through housing. If you don't build more lodges, the growth rate of your city is restricted, but the jobless beavers can't move near the available jobs. If you build enough housing near the available jobs, your population growth rate becomes exponential. I propose a simple solution: the Tent. It's a 1x2 structure, not solid so it
  7. I've created a short guide for people new to Timberborn. Hopefully it helps.
  8. Kyeudo

    Big Tree Valley

    Update to fix a few things. Big Tree Valley.json
  9. An option that could be interesting is terrain like sand and gravel that allows some amount of water through. Perhaps gravel lets all water through, despite being a walkable tile for beavers, while sand allows through only a trickle, so it mostly diverts water but some still spills through and floods the terrain behind it.
  10. A possible addition would be different tiers of irrigation. Right now, irrigation is just a binary irrigated/dry state. However, there could be more tiers like muddy, damp, moist, and dry, with certain crops requiring more or less irrigation. Perhaps wheat requires the maximum level of irrigation, carrots the next down, and potatoes can grow in almost dry conditions. Getting to the highest level of irrigation would require planting either very close to the river or else overlapping the radius of irrigation towers.
  11. A useful map making feature would be areas that are permanently unable to grow anything, even if there's water nearby. It would be an additional tool to shape player behavior to the map The best visual I can think of would be salt flats.
  12. Alternate fix: If you haven't modified the terrain in your game with dynamite yet, you can edit the Canyon map in the map editor, fill those two tiles, save it as mk2, then start a new game on the modified map. Save that new game, open the new saved game in a text editor, and copy the height map line. Replace that height map line in your current game's save file and then load it. The terrain should change.
  13. Kyeudo

    Big Tree Valley

    Bored at work + an idea from my wife = Something fairly pretty Big Tree Valley.json
  14. Does the game currently support or plan to support modding? If it already does, how would one go about starting in on that?
  15. Right now, there is no real reason not to chop down every tree on the map. Log piles are cheap and trees don't provide anything except logs. However, it's pretty easy to conceive of fruit trees that gatherers can pick as an alternative to blueberry bushes and flowering trees that provide a natural source of aesthetics. Apple trees and magnolias are just two possibilities - pick your favorite fruit and flowering trees. This could even play into Fancy Beavers a bit, with them needing to preserve those natural aesthetics trees until they can plant shrubbery.
  16. Kyeudo

    Water Volcano

    Had a fun idea of something to do with the water physics, so I created a bit of a water volcano on a small map. Because of the relatively large number of water sources, there's a lot of water flowing through the river, but not a lot of space in the riverbed for storing water long term or a lot of easily arable land. Water Volcano.json
  17. Kyeudo

    Ox Lake

    Here's a map I created to test out the map editor. It features a large lake and gentle slopes. I would class it as a fairly easy map, given the large amount of easily irrigated land. Ox Lake.json
  18. Beavers won't trade housing with another beaver to get closer to their jobs, nor will they switch to an empty house for a job they already have, but a jobless beaver will take a job that has open housing anywhere within range. From that last screenshot, it looks like you have plenty of food stockpiled for now, so it looks like you can deal with a little more consumption as you expand.
  19. It looks like you are running into problems involving the intersection of housing and supplies. A building has to be in range of a log pile with logs and a storage with any required planks/gears/metal before those materials can be delivered to the site by builders. If there is free housing within range of a job, then a beaver can take that job, so having excess housing is always useful for sorting out joblessness problems.
  20. So far, the game works well and looks great, but there's definitely a bit of awkwardness here and there in how the game is played. First, the forester is initially locked. This usually results in exhausting all of the trees within reach of your initial cluster of housing. If you run out of logs before spreading out your housing, starting science production, or building a forester, you are stuck waiting a long time to recover from a mistake you didn't even know you had made. Tree farming is such a key thing in this game that a forester flag is probably a good idea, with the forester buildi
  21. The current power system has a bit of a problem when dealing with inconstant power sources, such as the power wheel. Other games address this issue by having batteries of some sort. There are a number of forms that a rotational energy battery could take, such as a flywheel, a torsion spring, or a pulley that raises a weight.
  22. Currently, there's only one water pump and it needs to be worked by a beaver. I'd like to see more variety of water pumps, including water pumps that can be driven by HP instead of a beaver. Other things I'd like to see would be water pumps that can pump from greater heights, such as a pump that can access water two or more blocks below the level of the pump to take advantage of deep reservoirs, and a pump that can bring water up from an inland well, so that water can be made accessible away from the river, though I would expect well pumps to have reduced efficiency.
  23. Since water is such a huge thing for this game right now and probably will stay important because beavers, we need some options for moving water around. We could use wooden aqueducts that we can use to route water over the top of buildings and across valleys and ways to move water uphill, such as an Archimedes' screw or a bucket wheel. With such additions we could probably irrigate the entire map given enough time and support beaver colonies of epic proportions. Archimedes' screw: https://en.wikipedia.org/wiki/Archimedes'_screw Here's an example of a water wheel used to lift water to
  24. Something that seems very "lumberpunk" to me is the old way that loggers would get trees to the sawmill, by floating the trees down the river. Implementing a feature like this would be pretty cool. Beavers use something (perhaps just a drop-off flag) to dump logs, crates, and barrels into the water and the current takes it downstream, where beavers either collect it from pickup sites on the edge of a dam or perhaps even use HP-driven cranes to collect some stuff as it drifts past. Then you can arrange all your processing buildings along the length of the river, so that logs get turned into pla
  25. Metal is currently the "high tier" material, but is currently little used, especially because overusing it would disrupt the lumberpunk aesthetic. However, using metal to provide improved tools to buildings should make metal valuable without putting a bunch of metal buildings into the game. The idea would be that each building could be upgraded with metal tools to improve the task completion speed of the beavers working there. Farmer beavers would plant with a shovel and harvest wheat with a scythe, lumberjack beavers would cut down trees with axes, carpenters would have metal saws, etc. Each
  • Create New...

Important Information

This website uses cookies for the purposes of: collecting information about the website use, saving settings and personalizing the User interface. You may change your cookie settings at any time. Read more in our Privacy Policy and Cookies