Timberborn

Timberborn

LadyAquanine735 Jan 21, 2024 @ 9:40pm
Steps to Handling the Badwater Update
Preface: These are for veteran players who love the game, are crazy about it, maybe haven't been playing in a while, and love using mods. As we in the mod-crazy community know, new updates always break mods, so that's why I wrote the tips the way I did below.

Step 1: After you update your game, uninstall as many mods as you can, even the maps. There's no telling what these out-of-date mods will do to your game as of this Badwater Update, and it's better to wait a while for your fave mods to be upgraded to work in the current game. It's okay to keep the Mod Manager and BepInex, I don't think either one of those will affect the game, and they always get updated first thing anyway.

Step 2: Start over with a vanilla game, and choose the easiest setting, as well as a beginner map, (preferably one you've played before) because all the in-game maps have been modified with Badwater sources, so it's a new challenge.

Step 3: Taking advantage of the Easy Game Setting, play the game normally, so you can get a feel for how to deal with the Badwater, the new season, and get ideas on how to prepare for Badtide, as well as eradicating the pollution from your map, and even a safe way to exploit it for later. Chances are, you're gonna have one Badwater Source that can be safely harvested from, while plugging all the others up on the map.

Step 4: Plan ahead for droughts, injuries/sickness, and Badtide. Take advantage of the ample time you have in an Easy game to not only set up dams to conserve water during droughts, as well as sickbeds, but also set up doctors and treatments for Badwater Poisoning as soon as you can (what you need will depend on the Beaver faction you're playing with).

You can't stop all your beaver workers from getting poisoned during a Badtide (at least, not at first), but if you have, say, Herbalists and Antidote medicine, or cleansing pods all ready to go, your poisoned beavers can and will make a full recovery after a day or two. :steamhappy:

You can use all the steps above, and as you get the hang of it, you could turn up the difficulty settings until you're back at a level you feel comfortable with in terms of challenges.

Step 5: Wait a few days/weeks and check up on your favorite modding websites for updates on your fave mods. Make sure they are updated for the Badwater before putting them in.

Good luck, Beaver fans! :steamhappy:
Last edited by LadyAquanine735; Jan 21, 2024 @ 10:21pm
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Myrrhb Jan 23, 2024 @ 12:40pm 
Hey, its my first run of this game,, and i have a question: a few of my (regular type) beavers got contaminated and are standing around feeling miserable. But I have over 60 antidote in two small tanks, ready to go, accesible etc., and they just... don't take any.

I checked for an infirmary type building but got nothing except the 1x1 sick spots, and they're not using those either.

How do I get them better?

(BTW I like the Badwater mechanic, I think it gives a nice challenge).

Edit: and of course they start using it now, lol.
Last edited by Myrrhb; Jan 23, 2024 @ 12:44pm
LadyAquanine735 Jan 23, 2024 @ 4:46pm 
Strange. These are Folktails, right? Surely you have an Herbalist making the antidote? It's weird, but poisoned beavers don't use the sickbeds. Beavers who got stung by bees don't use it either, strange as that sounds. Only beavers who have been injured go there. I think the poisoned beavers will go visit the Herbalists to get the antidote.

As long as they can get the antidote and drink some each day, they're guaranteed to be better in at least one or two days (I'll have to look up the mechanics on that one), but while poisoned beavers are sick, they'll wander around like zombies and their fur will have a faint red texture to it, poor sweeties.

I'm more worried about the Ironteeth, because they don't have doctors at all, and you need the Healing Pods, the Badwater Pump, and the Centerfuge unlocked to provide treatment.
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Date Posted: Jan 21, 2024 @ 9:40pm
Posts: 2