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TheLordEternal

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TheLordEternal last won the day on March 26

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  1. I know what you mean. I've previously suggested Clay as a resource that can be collected during the dry seasons, left behind in the riverbed after it dries out, to add more versatility to the cycle. Pretty useful material for both bakeries, forges, dams, and aqueducts. Goes well with the natural materials theme the beaver's got going too.
  2. It would be nice to have more dynamic interactions, such as for example the riverbed drying out and leaving behind harvestable clay usable for building the bakeries. Makes dry season have a actual advantage instead of just being a hindrance to your survival to be overcome. Making it a part of a more necessary cycle.
  3. Something i suddenly realized, Instead of Stone being a material progression resource you could have Clay! After all, clay is both very useful and versatile, both in fired and plain forms. A perfect natural resource for beavers. You could easily have clay be formed/harvestable in soil that has had direct contact with water then drained/dried, which would make dry seasons quite useful as every time it began you'd have fresh deposits of clay waiting in the riverbed you could harvest before the next wet season began. eventually, if you could build sluices to control water-flow, you could
  4. Done some additional thinking on this subject and expanded on it a bit. (it felt kinda lackluster.) -Pipes: Wooden pipes, bound with metal hoops. Carries water through so long as there's pressure provided by pumps. A downside of the pipes is that they don't connect directly to small tanks. (Although they may connect to large tanks.) (Pressure could simply be a flat number for all connected pipes that decreases with distance and outputs. A pipe with high pressure transfers a lot of water, a pipe with low pressure transfers only a little amount of water. Basically the amount of pressu
  5. I just realized as i went to bed that the channels/swimming pool ideas could be merged. Just use dynamite to blast a hole in the ground, cover the walls and floor with lumber/stone/metal, and you have a reservoir ready to store water! Might need an water-emptying post for the beavers to haul water over to it however. if you want to get the water out you just need to add a pump. The channel covering would prevent evaporation during the dry-season, but also doesn't irrigate the land around it. Potentially, how little it evaporates/irrigates could depend on the material; lumber halves the num
  6. So i've played through the demo on both maps, quite honestly loved it, and i can say i very much enjoyed the experience and i'm very much looking very much forwards to some kind of release in the future that will let me play for longer as well as to watch it grow. So thank you. Coincidentally, while playing the demo also reminded me a bit of another, older game that i used to play when i was younger: Cultures - Northland, a good part being the wonderful gibberhoc language of your denizens that i'm rather fond of. It had some nice QoL features that would not be out of place in Timberborn. (wh
  7. The biggest reason the beavers won't work in the water is the sad fact that it's actually polluted, likely by whatever caused the apocalypse. So it's not so much that they can't swim, but that they won't swim in the water for their own health. The water pumps itself mentions this, with it's description that it 'pumps and filters' the water. I suppose the pollutive aspect of the water might be negated by the soil somehow too, or the crops would certainly not be safely consumable. Wouldn't surprise me if the water is simply filtered through some soil in the pump-house in that case.
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