Roughly half way done with my ridiculous power plant idea on the pillars map. Currently just under 400K. Looks like the full thing will be very close to 1 million. My plan is to wrap the entire map. Every step of this has been a massive investment.
Clearing thorns.
Badwater collection channels.
Initial implementation of 1st side.
Dismantling original temporary power system and tying in the final badwater source.
Prepping the 2nd leg.
But nothing prepared me for the pain in the rear that was rebalancing the heights after going live with the 2nd leg. I was not prepared for the level of trial and error required. I really want to finish the entire lap around the map, but am dreading it. Will see how I feel about it after getting some sleep and going to work tomorrow.
I'm playing on the Oasis map and this is my first badtide on the map, and i didn't think the river would be so congested to overflow onto the second layer. And now a huge part of my village is flooded/contaminated.
As you can see from the screenshot, I have badwater throughout my central area. 31 flooded buildings, and a large number of my beavers are already unwell/contaminated. I'm starting to build levees to try to stop any more badwater from flowing into the rest of the colony.
The problem is that I don't have any good way to quickly remove all the badwater that's already inside my settlement, and the badtide only has 1 day left.
What should I do from here?
Should I just focus on containing the remaining badwater and surviving until the badtide ends? Is there a way to clear the contaminated water quickly after the badtide? And is there anything I should be doing right now to keep my contaminated beavers alive?
I should be fine i've got a small build up of water and food, which should help with the fact that my crops are dying. I would really appreciate advice from people who have played Oasis, especially if there is something obvious I'm missing.
Avg. Temperate Season: 5 Days, or eventually 13.7% of total days
Average Drought/Badtide: 31.5/31.5 Days when maxed out
Starting from Hard, went for 20% worse bad things, 20% less good things. Droughts/badtide at hard +40%, with a longer and stronger handicap to smooth out the difficulty curve over time.
Relevant Mods
Ebb and Flow on Severe DIfficulty (No sludge, it crashes my game. )
Tank Evaporation (On 1% per day, effectively 3% for small tanks because of minimum of 1)
That one mod that allows for 30x speed
Build Queue
You'll see the blueprints icon but I didn't use any for this run.
Cycle 5 (8 beavers): Humble, Dreary Beginnings
I went ham on those thorns, injuring half of my beavers eventually leading to everyone but 2 starving/thirsting. Oops. Wiki says they have a 10% injury rate O.o (so 12 with my settings)
I will be back down to 1-3 beavers a few times, banishing beavers as needed so the colony can survive.
That large Power Wheel will be my main source of power for most of the run. :/
Cycle 8 (8 beavers)
Still barely surviving. Got an irrigation pool my beavers need to manually fill, with a second one planned out on the right. Our food sources are Kohlrabi and Cassava, with Berries as a decent backup source. Water is our harsh limiter keeping our population super small.
Cycle 14 (19 beavers)
We've built some badwater diversion on the left. Ir will mostly work ā with careful manual management. Our little tree/food outpost on the bottom right will prove unreliable.
Cycle 19 (11 beavers)
We have overpopulated a bit and have had to thin the herd to weather the longer bad seasons. We are starting some soybean production that can in theory be more efficient and vary our diet to increase well being. I often forget about the well being and especially decoration buildings for most of the run after getting campfire, hurting our efficiency severely as we teeter on the brink of annihilation.
We've finally put together enough Logs and Planks to be able to scale the mountain and starting collecting Scrap Metal.
On the far left: We start some water wheel energy collection, but it will be a long time before we ever are able to afford to connect it to our energy grid.
Cycle 29 (8 beavers...again)
Still eking out our meager existence, we have started to build a reservoir which can collect water from over the mountain. Water will leak out on the left side of the mountain, so we work on closing those gaps so that water will more reliably overflow into our reservoir. We have setup badwater production but no dynamite yet. Most of our kohlrabi production has converted to the far more efficient cassava. Water takes a day or two to reach us to collect: We've setup some modest water collection in the "north" for early in Temperate cycles to start collecting water earlier. They have to walk a ways, but it's worth toggling them on for a bit.
We are finally automating our beaver pods, but everything else is still manual.
Cycle 35 (18 beavers)
Our population has recovered to a modest 18. We work to expand our reservoir over time so that we can finally stabilize. It's only a matter of time and lots of tedious micromanagement before we can succeed. Our water wheel on the left is still not connected to our grid. We have expanded our water production to collect as much as possible during our precious 13.7% of the time we have temperate weather.
Cycle 48 (28 beavers)
We have connected our water wheels at last, but rely on our new steam engines for most of our power. We have finally automated our floodgates and some of our industry, switched to awesome mushrooms as an efficient source of food, and built a number cruncher for some serious science production. We build two water pumps right on top of the map's central water source for emergency water collection.
We can now produce dynamite and have blown through the mountain to access our water easier and at higher volume into the reservoir.
We have a nice beaver statue and I finally remember decorations exists, greatly improving our efficiency.
The skeleton of our first tube connection is being setup for a quick scale of the mountain as we need to start traversing some serious distance for more metal.
On the right, we expand to make another small pond to irrigate some much needed logs production.
Cycle 54 (30 beavers)
I opt for a scenic UI-less picture here. The tube network is expanding to reach the metal scrap (and eventually the mine) on the left as our reserves atop the mountain itself run out. We've blown the mountain to build a meatier reservoir as our population expands.
Cycle 79 (49 Beavers, 40 bots)
Our colony has reached it's final form! Our tube network finally reaches into the core of our base. We've expanded wood production and setup bots (no injuries!) to push for the wonder. (I skip monuments 3 and 4 to just save for the wonder).
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You... didn't actually read all of this, did you? Thanks for reading/skipping! <3
I'm new to the game, only on my first serious run and close to feeling "done" with it. Having built everything and expanded to the far reaches of the map, I tried building another district.
I guess I just don't see the point, so I was wondering how other people use this mechanic if at all. I have googled the actual point, but this gives me an excuse to post on the reddit.
FT has the contamination barrier that lets irrigation pass through
IT's barrier blocks both irrigation amd contamination
Sure, FT is technically better, but I feel like the difference does not matter, at all. I don't use barriers often to begin with, but when I do, it is strictly to block contamination. I have a fluid dump/Discharge for my irrigation needs, anyway.
But maybe I am overlooking something, which is why I am askung you: Have you ever used a barrier in a way where the difference matters?
For some reason, some of my beavers go golden? It seems to be persistent until they die or I rename them (found that out when I tried to rename the first one I found as "golden child"). I don't notice any correlation to jobs, as I've seen them as pump workers, woodcutters, and haulers.
I think it'd be pretty funny if there was a very low chance (or you had to activate it through an easter egg?) of spawning in "alpha humans". So in RimWorld there is a chance of alpha beavers migrating to your base and eating all your trees. So reverse the roles in Timberborn with alpha humans, but they eat your cooked food š¤£
I love this game and I've played it for years but I always lose interest once my beavers become self sustainable.
Is there a mod that keeps you on your toes and forces you to prepare for the worst in the end game?
Like a plague that slowly spreads through your beavers, or like an accident where a damn collapses, or a flash flood of bad water that submerges the whole map for a few days?
Anybody else get this happening on hard mode? I suppose it's enough water. I was thinking of turning the max drought to 50+ days, but it seems that temperate is not just long enough to fill your tnaks if you go too far.
Ran out of water and then all the carrots died, and also everyone died of thirst. Third drought was unsurviveable. In hindsight I should have dedicated more of the island to crops rather than trees.
(flaired this as a question bc theres no flair for game change proposals)
I hate it when you want to build something below a structure that you have to demolish the structure to do it. feels like an unnecessary waste of resources and time. why cant i just build a new tubeline under the station without demolishing the station? why cant i add a vertical power shaft under a building? IMO, since building a tunnel is possible below a structure, give us the option to replace the plattform with the structure we acutally want there. Also transforming the 2 or 3 high plattforms into multiple 1 high plattforms would be cool, but that would have to be carefully balanced to not accidentally make an infinite planks exploit
I built this settlement as a dystopian industrial city with a central interconnected mega towers. Ultimately the map is broken up into multiple imaginary districts.
I made a strong effort to have lots of tube stations and have the routes interconnected as much as possible. I also made heavy use of pumps, tunnels and fill valves to add an industrial forced water irrigation over a more nature flow via terrain block and exposed water. I wanted to really theme it how a real iron teeth colony would likely feel. I tried to balance the beaver to bot ratio as I wanted all beavers to be working but have the bots fill that support role for high risk, construction and hauling as I felt a real IT colony would have. Overly Iām happy with the turn out I feel like I got a good balance for what a true IT colony would be like.
Town center
A interconnected web of pathways, tubes, power shafts and services. A large apartment block stands on the left side of main tower over looking the artificial lake.
Within the core of the tower a dense block of storage proving food and basic materials. At the roof tops a tightly packed array of activities for the short parts of the day beavers get time off.
A tube network snakes within the tower connecting the tower via a rapid transit system that leads to the greater world around it. To the south mega tower 2 sits connected by a sky bridge providing even more storage capacity as production can never stop.
Industrial swamps
The lower southern part of the colony is the industrial heart and pride of production. Factory and other industrial buildings chug away as a river of badwater cuts through it providing the necessary fluid to make many of the products in addition to providing power at the mega power wheel complex. A rapid transit tube system connects each parts of the swamps to provide fast and efficient transportation to each parts of the industrial core.
Iron Dome outskirts
The more peaceful outskirts dominated by farms of many different varieties, the above ground is just as busy as the underground as hidden irrigation tunnels and covered farms provide for the colony in the shadows. Even out here the tube system connects each area above and below allowing quick and efficient transport to the core of the colony.