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My folktails never had to get in the river because I usually go for wind power pretty quick, but because Iron beavers only have water power to work with until they get steel production going, so I had a bunch of them going in the river a lot.
First 3 cycles I had droughts, but on Cycle 4, which is still pretty early in the game, I had a bad tide. Lots of my beavers got infected trying to build stuff. And this presents another problem... The only way to STOP them from going into bad water to keep attempting to build is either manually pausing every single individual construction project that would send them in there, OR destroying roads so they lose access to it. And that all feels very... Bad. Again, maybe i'm different than most people, but I like to play this game to just relax and have chill time with beavers, it is not relaxing at all to be stuck deleting and relaying roads every bad time or having to pause my many construction projects one by one (this game really needs a way to multi-select buildings to pause/unpause or change priority for all at once too by the way). It is tedious, annoying, and it feels rather poorly designed that these are the only ways to prevent your beavers from exposing themselves to bad water.
But boy, if they DO get exposed, and you are iron beavers, you are in for a BAD time.
It doesn't seem to go away naturally on its own at all unlike injuries that do heal without medical beds, they just do so slower. I assumed contaminated water would be the same, but nope! You are stuck with it until you CURE it. And how exactly do you cure it?
Well... First, you must spend 250 research to get Bad Water pumps, which then cost 20 logs, 10 gears, and 5 steel to build. Then you must spend 600 research to unlock the centrifuge, which you must then build for 60 planks, 40 gears, and 30 steel. THEN you must unlock Decontamination beds for 400 science, and build one for 20 planks, 5 steel, and 5 of the extract.
Thats right. The only way to fix a beaver that accidentally touched bad water is to spend 1,250 research points, 20 logs, 80 planks, 50 gears, and 40 steel, to get everything you need to start fixing them. And I did not happen to have 40 steel by cycle 5.
That is way too harsh of a penalty for something that you have to go really out of your way to prevent. I don't think destroying roads or stairs every bad tide then rebuilding them should be part of intended game design.
Folktails need 1600 research to get everything THEY need, but at least they don't require steel. Just some gears and 5 treated planks, which isn't great, but can be obtained pre-steel and you only need 5 total. But in my folktails playthrough, I never even had a contaminated beaver because I never had need to send them into the river except very VERY early game.
All this bad water stuff just doesn't sit right with me.
You don't industry as iron beavers I see.
Basically, the large water wheel has to be placed 3 tiles off the ground. To really get the most bang for your buck, you have to go into the river and put down levies 2 tall to then build a wheel on top of that. You "can" just place them right off the shore in some instances, but if you aren't building a corresponding wheel on the other side of the river, you aren't utilizing your space efficiently. And Unless the river is exactly 4 tiles wide and exists in a perfect rectangle with no bends, you can't do that without actually going INTO the water and building levees to build them on as well as to shape the water to flow down your 4 tile wide path. You gotta maximize that industry, no true Iron Tooth beaver is going to just half ass it that way.
Furthermore, you seem to imply the solution is "never go in the river" which, again, this is Timberborn. A game about beavers. Saying the gameplay solution is to AVOID THE RIVER is beyond ridiculous.
Bad Water is fine, but Bad Tides need to go, or at least we need better tools for dealing with them without fundamentally changing the nature of the game. Otherwise, we might as well drop the Beavers and start playing Rats or something if we're not about building dams and going in the river anymore.
Lol. I am mostly an Ironteeth player. You use platforms to build out a row of levee blocks in the middle line between the two waterwheels, then build the waterwheels from front to back in order, using the very levee in the middle as your platform to build them from. This is the easiest way to do it, even with out badwater, because otherwise you are going down into the river, then building up to the waterwheels, which, as you said, need to be 3 blocks off the riverbed, so you would need to be constantly building stairs to get there. Working from above, with both banks and the levee in the middle as your platforms, you are always working downwards, and so can dynamite or levee as needed to get that perfect 2 wide channel, one row of levee, and 2 wide channel that allows perfect running of side by side large waterwheels.
Agreed, no true ironteeth is going to half ass it by not terraforming every last tile to be the optimal shape for all water needs.
As to never going in the river, Ironteeth are the masters of diverting and pumping deep water. They can go in the river all day... just as soon as the river has been redirected away, pumped out, separated into bad and good waters, and only the good water dumped back into the river, ensuring perfectly clean water all day. (Which you refer to as method #3, engineering, in your first post.)
As to how the ironteeth get power for that, they use waterwheels upstream of it, and also use water wheels in the badwater streams, after using badwater discharges to make the badwater flow even during droughts.
https://steamcommunity.com/sharedfiles/filedetails/?id=3099357799 This is a small portion of one of the setups I did. The power wheels on each side are set in badwater streams fed by badwater discharges. The main dam here is actually beyond my colony, at the back of the map, and is pumped into my colony's waterway to ensure 100% water level at all times. Badtides are diverted well upstream, and the badwater is harvested or sent off map. Meanwhile, the good water is allowed to flow past my colony in to this giant, 3 square deep reservoir, and pumped back into my colony as needed. This way my mangroves are always in clean water, and my swimming pools are always open.
i am more a patient and pragmatic player than an esthete and aleas not a physicien in the fluids mechanics ^^ But an old diver ...
So my cities and industries are more a merry mess ( i am not sure about the traduction of the expression ?!?^^) than beautifuls and well ordonned ...
That's said ,i have finished three maps since the new and my goals were always the same: Best well-being and end of micro-management of the floodgates (except for the badtides, of course !!^^)..
Two with the folktails and one with the Iron teeth..
i am a little sad than i don' have yet found the solution for "The Helix" map ...
And about this one i have made severals tries of "reservoirs" which were almost totally useless , i admit than i made often somes littles "mistakes" and my wife heard me sometimes complaining behind my PC ^^
Passed the first bad surprise, i have enought quickly understood how to "control" the badtides..
After the first update where droughts affect too the bad waters sources, i may admit than playing with the Folktails don't change anything , just you must to put much more windmills than before...
But Playing with the Iron Teeths was a good surprise this time..I was able to control the pods but i can't explain it ^^
Also i will think than an option must be possible to don't have to play with in every difficulties mode of the game...Just for the replayability of the game ?!?
Because i have often play somes goods maps made by others and i will think than that was more hard to make it with the badtides inclued..
And for the future of the game , not really a "campaing" but somes differents scenarii will apport a real fun and challenge....
You wrote more quickly than me ^^ but you have me remember about the mechanicals pumps than they stopped at 0.90...
i have totally forgot that ... thanks for the "tip" ^^
In this cas why not 9999?^^
Anyways that is a very good workaround ++
I am justly on the custom set, that made a long time than i have opend it ..
Have you tried simply to put :0% in possibilities of badtides ?!?
Now at the edge of rivers I only plant fast growing crops like sunflowers. I make sure I store PLENTY of water and I irrigate dryland using water dumps.
Basically I've moved inland until I can deal with the tide. I have started works to divert the main river on my current map in the event of a bad tide so I can keep my water supply fresh.
When badtides first came out the badwater streams did run throughout a drought but now they don't which is disappointing. It DID make power for the folktails during a drought VERY easy and maybe the devs did not want that for balance, it would make windmills redundant.
You don't need metal for the large pump, and treated planks are pretty rush-able, you can get to work on it right after the initial dam and then the floodwall.
Everything else is spot on though. Badtides really dictate your playstyle and exist as a way to challenge/punish the player rather than anything else.
The bad water source blocks became power and just used water wheels to capture their power and since they didn't stop i never had to worry about power.
Sadly, the infinite power has been patched in the latest patch at least - they run dry at the same frequency and phase as normal water blocks now.