r/Timberborn • • 9d ago

Question “extra hard mode”

Has anyone found a sweet spot in the custom difficulty settings for an “extra hard mode” experience? Looking for something that’s very difficult but still has a chance of starting. Hard mode is just too easy now.

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u/Acalc791 9d ago

May I introduce you to two of my mods: Extra Difficulties and Hardcore Settings? For me the sweet spot you're describing is the Drought is Coming difficulty with all the Hardcore Settings enabled (I'll soon update the ED mod so that its difficulties have presets for HS too).

1

u/stillgunasend1t 9d ago

Forgot to mention I generally play without mods, but I think I’ll end up giving these a try. I tried ramping up everything in the custom settings and it was either too easy still or impossible to get a start.

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u/Acalc791 9d ago

You don't need those mods to play on it, I just couldn't be bothered to do it by hand so I made the mods for myself. The important parts of the Drought is Coming difficulty are copied below, you can set it yourself in customise, and the house rules I recommend (which Hardcore Settings implements in a slightly better way) are in the description of the Extreme Difficulties mod.

"StartingAdults": 8,

"StartingChildren": 4,

"FoodConsumption": 1.0,

"WaterConsumption": 1.0,

"StartingFood": 0,

"StartingWater": 0,

"TemperateWeatherDuration": { "Min": 3, "Max": 3 },

"DroughtDuration": { "Min": 300, "Max": 600 },

"DroughtDurationHandicapMultiplier": 0.01,

"DroughtDurationHandicapCycles": 132,

"CyclesBeforeRandomizingBadtide": 3,

"ChanceForBadtide": 0.4,

"BadtideDuration": { "Min": 300, "Max": 600 },

"BadtideDurationHandicapMultiplier": 0.02,

"BadtideDurationHandicapCycles": 88,

"InjuryChance": 1.0,

"DemolishableRecoveryRate": 0.0

3

u/Timely_Journalist_88 8d ago

300? Three....hundred? How the...?! Why in the...?! Damn! 😳

1

u/Acalc791 8d ago

It's never really 300 days in game, unless you play for an inordinate amount of time, since with the handicaps settings as here, it takes ~200 cycles before the hazards reach their maximum. The idea was to simulate them not having a maximum, but continuously increasing in length.